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Some games keep a tight rein on the player's capacities. Others never realise in time the full scope of the Combinatorial Explosion and break like a fragile twig the first time a creative player gets a grip on them. Only a brave few dare try and respond wittily and internally-consistently to absolutely everything a player could try.

This is where you go out of your way to get around the limitations of the game, somehow break it, or find other inconsistencies, but once you get there, you find that the dev team has already thought of that possibility. This is where you're not supposed to be, or any place it would take an unreasonable effort to reach. It can also be trying out a vast number of tricks and item combinations and find that each one is accounted for in the game code.

Take note: It's not just about specific reactions where they could've just put a generic one, situations you stumble into randomly, or Easter Eggs found in far away places. It takes thought and effort to find out that the dev team really is one step ahead for this trope to come into effect, when they think about details and events they wouldn't have been expected to.

Other Examples

In The Legend of Zelda: A Link to the Past if you skip the boomerang found in Hyrule Castle, it will later be obtainable from a chest in Kakariko Village instead of some arrows. Since Hyrule Castle becomes inaccessible upon reaching the Dark World, this was to guarantee you didn't render it unobtainable. Also, just in case you miss the one in Kakariko, there will be a magical boomerang in the chest that normally contains 300 rupees in The Village of Outcasts.

In The Legend of Zelda: Ocarina of Time, it is possible to leave Dodongo's Cavern after obtaining the Bomb Bag, use bombs to access Zora's River, and complete Jabu-Jabu's Belly before the remainder of Dodongo's Cavern. If you do so, the game will correctly state that the Zora's Sapphire is the second Spiritual Stone Link has recovered, rather than the third.

Normally, when adult Link enters the Gerudo Fortress and gets caught, he gets tossed into a prison cell that can only be escaped by using the Hookshot. If you engage in a bit of Sequence Breaking and get Epona before the Hookshot, and enter the Gerudo Fortress by jumping over the broken bridge, you won't get trapped in the cell if caught — the guards just throw you outside the entrance to the village. Because Link cannot enter the Gerudo Fortress from Gerudo Valley as a child (at least, not without exploiting a glitch or two), some players might try to enter the Gerudo Fortress as a child through the back door: by travelling backwards through the Haunted Wasteland from the Desert Colossus. Crafty players who manage to do so (which is impossible without a glitching OR cheating as child Link cannot cross the River of Sand) will find that the gate is closed and a Gerudo guard is standing in front of it, telling the player that children are not allowed to enter.

The Spirit Temple is divided into a child and adult portion, with the dungeons two treasures being on each of the statue's massive hands outside. The child treasure, the Silver Gauntlets, are in a chest that's just sitting there, while you'll notice the adult treasure, the Mirror Shield, are in a chest that actually appears from nowhere once you step out onto the hand. This is just in case you found a way to get through the child portion as an adult: you can't just hookshot your way over to the Mirror Shield by using the chest as an anchor point.

It's not supposed to be possible to enter the Deku Shrine without defeating the Woodfall Temple, but you can pull it off by standing on the lilypad, changing to a human, and quickly firing an arrow before it sinks (it requires split-second timing). If you do, the Deku Butler will correctly not be inside.

Normally the Stone Mask renders you invisible to the Gerudo Pirate guards when infiltrating their fortress, but the Mini Bosses and Aveil herself will still see you. When they do, their dialogue is changed to say things like "Don't think that mask will fool me!" or "There's a kid with a strange mask over there". This keeps in theme with the masks Flavor Text that remarks it doesn't actually make you invisible but merely "as uninteresting as a stone", implying specific people are alert or intelligent enough to take notice anyways.

Koume who runs the Potion Shop is notably shorter than the counter, and even though you're never supposed to be able to angle the camera to see, she is actually standing on a box just in case you ever did. Even more interestingly is it's a box of oranges, which is seen nowhere else in the game.

In The Legend of Zelda: The Wind Waker, if the player sequence breaks and completes the Triforce of Courage before finishing the Wind Temple (possible if one retrieves the Hookshot from the temple, then leaves to collect the Triforce before finishing the dungeon), the King of Red Lions will admonish Link to head to Hyrule rather than collect the Triforce after leaving the Temple.

Using Forest Water on the core of Kalle Demos kills it instantly, due to it being purifying water and Kalle Demos being an evil plant. Note that in order to make this work, you need to sprint through the Forbidden Woods before the Forest Water reverts to regular water. (And by "sprint", we mean "leave the dungeon when beating Kalle Demos itself is the last thing you need to do in there, get some Forest Water, then come back".)

Even though it is usually impossible to hit any boss in the game with a Light Arrow, which are obtained in the final dungeon, through a glitch in the original and a Sequence Break in the remake, it is possible to use them. Shooting the ghostly Jalhalla with one will instantly solidify it to make it vulnerable, which you would otherwise do by reflecting light onto it.

In The Legend of Zelda: Skyward Sword, Remlits are invincible and swim to shore if thrown in water. Nothing unusual for Zelda animals. Throw them off Skyloft, though, and they'll start flapping their ears and fly back up! They also sing along if you play the harp.

In Hyrule Warriors, there was a "glitch" that can make you play as one character while using another character's moveset and weapon. Glitch in quotes, as it may have actually been more a Dummied Out feature considering that if the player happened to play as Zelda with Lana's Summoning Gate, Zelda would hum her personal leitmotif ("Zelda's Lullaby") instead of the series' theme song.

In The Legend of Zelda: Tri Force Heroes, the Linebeck costume enables you to preview the contents of a treasure chest before opening it. The Daily Riches game is a game of chance that challenges you to pick which of four treasure chests holds the goodie he's offering. If you try the obvious, the game's operator will acknowledge it and point out that the chests in his game are Linebeck-resistant — which means the costume's ability doesn't work on them.

For example, if you encounter enemies in tall grass and start a fire upwind of them, the fire will spread toward them and eventually kill them.

If you then fly over the burning grass on the glider, the heat will create an updraft that gives you extra height.

Also, NPC conversation is really fleshed out. People will react to rain differently and stay inside for example. Some people may panic when seeing enemies and some will draw their weapons to fend for themselves.

There are numerous cases where the NPCs react to your behavior. For example, you can meet an NPC on a bridge. If you step onto the bridge's border while he is still able to see you, he will discourage you from jumping, because that is "no answer to any problem".

If you're crazy enough to scale the mountains surrounding Zora's Domain in the pouring rain instead of taking the direct (but enemy-filled) path to the Domain, you'll trigger an alternate cutscene where Link walks in on Prince Sidon and King Dorephan discussing how to deal with Vah Ruta and Sidon is initially rude to you for interrupting this meeting.

It is also possible to 'scare' Sidon. Once the first cutscene with Sidon is triggered at the bridge (where he tells you to meet him at Zora Domain), if you warp or travel there without using the main entrance, you can sneak up behind him, prompting a surprised remark.

In the Gerudo Mountains, there is a hidden Shrine that will appear only when the Tower's shadow is cast over an altar and Link fires an arrow at the sun, which is now over the Tower. This works even when done at night to the moon.

Similarly, another Shrine is hidden until Link gets a snowball's shadow to stay on a cliff-side altar. Like the above, it doesn't matter whether the sunlight or moonlight casts the shadow.

For puzzles that require you to connect a circuit with a metal box, merely dropping a metallic weapon in the right spot will work to connect the circuit as well.

Quest for Glory: The series had a ton of these, especially amusing for players who think of particularly creative ways to get themselves killed.

If you play as a thief, you start out with a lock pick in your inventory. If you type "pick nose", the hero will stick the lock pick up his nose and die, and you will get a game over. However, if your lock-picking skill is high enough, you will get a message that says, "Success! Your nose is now open!". Later games have the game reply "Success!" with the same sound effect the player hears when picking a lock. This also increases your lock picking skill.

In the second game, you can actually cross the Impassable Desert by yourself and reach the city of Raseir instead of waiting for the caravan to cross as part of the group. It doesn't actually do anything for you because the city guards won't let you in, but if you have enough supplies and know where to go, it can be done.

In the Hitchiker's Guide To The Galaxy text adventure, it is necessary to the plot at one point to "enjoy Vogon poetry". Earlier, you can "enjoy mud" (it's nice and squishy!), but if you try enjoying Ford, you are sternly told that this isn't that type of game. Additional fun can be had by inputting random words into the Guide — it has entries on some very unlikely things. Also, the game will often refer you to a footnote (Like SEE FOOTNOTE 9), and when you type "footnote 9" it tells you something. If you keep on going through the footnotes (Trying footnote 10, 11, 12, etc) eventually you get a string of "There is no footnote (number)", until you finally get "It's fun reading all the footnotes, isn't it?"

Leisure Suit Larry 1: In the Land of the Lounge Lizards, being the first Sierra game to be publicly playtested, included a wide variety of possible inputs to any situation, often with comedic responses: During playtesting, the developers would take note of various phrases used by players in certain situations, and think of new ways for the game to react to it. For a particularly amusing example, typing the command "masturbate" at any time would result in the prompt "The whole idea was to stop doing that, Larry!"

The game responds to commands such as "win" and "die", and characters react to the phrase "Hello, Sailor".

In ''Zork II'', at one point you come across a room containing naught but a giant bucket. If you should type "kick bucket" while trying to Get Ye Flask, the parser helpfully replies, "Kick the bucket? OK, if you insist. *** You have died ***"

"Eat", 'Eat what?', "Eat Self", "auto-cannibalism is not the answer."

"Count Blessings" results in "Well, you're playing Zork, for one..."

The entire point of the interactive fiction Pick Up the Phone Booth and Aisle. Just start with the title alone, and try flying, swimming, or some infamous IF buzzwords, really, anything, and see the results. PUTPBAA is a combination of two earlier games with a similar concept: the author's own Pick Up the Phone Booth and Die, and Aisle. The latter game takes place in the middle of a grocery store, and only lasts a single turn. The player can use this window of time to perform such psychotic actions as climbing the grocery shelves, or stripping naked.

In most sections of Metroid II: Return of Samus, you won't be able to traverse the hazardous liquid that prevents you from progressing before killing all of the Metroids in the area without dying a horrible death. At one point near the end, though, you would have enough armor and energy tanks to attempt it normally—if the dev team hadn't added a set of spikes blocking that part of the tunnel. The spikes go away after you destroy the Omega Metroids in the previous section, as does the liquid. Further, the various beam items respawn after you collect them, so unless you somehow screw with this aspect, you can never get an Unwinnable by Insanity by overwriting your Ice Beam permanently, as you will always be able to collect an Ice Beam at the end.

In Metroid Fusion, it's possible to leave Sector 4 without collecting the Diffusion Missiles by doing an incredibly difficult series of Shinesparks. Doing so will award Samus with a secret message commending her on her skillful use of the Speed Booster before telling her to go back and get the missiles the correct way.

In Metroid: Zero Mission, steps are taken to make sure the player can continue ahead even after performing ridiculously complex Sequence Breaking. For instance, if the player gets the Screw Attack early, the Ripper that must be frozen so that you can stand on it during the Kiri Guru boss fight cannot be killed by the attack, unlike other Rippers. And it's even possible to beat the game with only 15% (or as low as 8%) of all the items, with hidden routes that allow you to proceed forward.

At the start of Metroidvania game Ghost 1.0, you're prompted to enter your name and advised to "choose wisely, as it can't be changed later". If you type "wisely", the game responds "Ha-ha, very funny" and quits to desktop. If you enter "changed later", the game reminds you that your name can't be "changed later" and tells you to "type another name". If you type "another name", the game expresses its annoyance and quits to desktop again. Each of these also nets you an achievement.

The Interactive Fiction game Counterfeit Monkey is set in a world in which people are capable of removing any letter from any object's word/term to change it into an entirely different object (e.g. removing the letter 'l' from 'pearl' to change it into a pear), a concept that naturally makes for tons of potential letter-wrangling and object transformations, and it pulls it off beautifully. To list just a handful of examples of the game's staggeringly expansive implementation:

The crowd at the fair will normally cheer if you solve the word-balance puzzle by changing the apple or pear to something heavier or lighter (e.g. changing the apple to an ale), but they will gasp in disgust instead if you do so by transforming the pear into an (obviously severed) ear.

It is fully possible to make a cock ring. Attempting to wear it prompts a snarky response from the (male) character currently sharing your (female) body. Showing it to the professor who wants you to change a naughty term to an innocent one causes him to have a hilarious reaction.

"Waterstone sees what you've made of the cock, and clutches desperately at his hair as though he's going to tear it out in tufts. His eyes bulge and water. I've never seen the man so close to apoplexy. I think that was exactly the wrong thing, somehow."

In fact, the game has various amusing responses to you doing... suggestive things with naughty-sounding items. Putting gel on the (chicken) cock/(church) member/(donkey) ass will cause Alex to awkwardly cut short his typical description of "you rub an amount of gel on the [object]", and trying to get the bartender to paddle any one of these objects into their homonyms will cause her to smirk and refuse to do so.

If you buy the Britishizing goggles and examine the power cord you get much later on in the game with them on, the cord's prongs will be described differently than if you had examined them without the goggles on.

If you get the crazy idea of shooting the anagramming gun at its own reflection, it turns into an anagramming gnu. Then the gnu sees its own reflection and changes back into a gun to prevent Unwinnable by Insanity, and you're even rewarded with an achievement!

If you still have the rock at the end of the game, you can bypass the kayak puzzle entirely by changing the rock to a roc and getting a free ride across the ocean on its back.

In the final sequence, you can attempt to go up to the attic and close the door, but Bernard will say that Purple Tentacle might lock it and trap them up there. There is no reason to go up there in the first place, so it's surprising that there's a specific line to deal with such a situation.

One puzzle has Hoagie slipping something into the suggestion box for the Constitution. Another puzzle (which has you tricking the founding fathers into starting a fire and later making them evacuate) takes place in the same room. How far along you are in that puzzle affects the first one:

If Hoagie drops the item in the suggestion box before the fire is started or after it's put out, he suggests they check the box. George Washington says he has an idea to which John Hancock asks "Does it have to do with starting a fire?"

If Hoagie drops the item in the box after the fire is started, he again suggests they check the box. George Washington again says he has an idea. This time, John Hancock asks if they're going to torment Betsy Ross again.

If you try to get Hoagie to drop the item in the box during the evacuation, he refuses since no one's watching.

Laverne starts the game with a scalpel in her inventory, but she doesn't need to use it. (Bernard does.) The first time she's taken to Dr. Tentacle, she asks if he's going to use his scalpel. After he says he's not, she asks if he wants to use hers...unless she's already given it to Bernard or Hoagie in which case she says nothing.

Using the "Touch" icon everywhere will, in the final case, sometimes bring up a message chastising you for acting like Hercrabbiness. Hercrabbiness is a YouTuber who in her Let's Play of the series enjoyed using it on everything and everyone she could try.

The final case also brings up a different message for trying to use it on a priest, which is "Shouldn't that be the other way around?"

At one point in case 5, the player will have a blowfish that has not been prepared properly (read: Very poisonous) in their inventory. Sure enough, there is an actual response to the player telling Ben to eat the poisonous blowfish.

At the first crafting table, you're given a couple of items and asked to create a sword. However, due to the particular set of ingredients given to you, you can create a lever instead. Doing this nets you an achievement and a bemused reaction from Petra, who tells you to try again.

When you're asked to choose between Olivia and Axel's plans at the end of the first episode, they start listing reasons why you should go with their choice. If you stand around long enough they eventually fall silent and just wait for your decision, but if you wait even longer...

In one puzzle, Jesse has to craft something that can be used to hit a pressure plate at the opposite end of a room. The most obvious solution is to create a bow and arrow, but creating a fishing rod will also solve the problem (you end up using the hook to activate the plate).

The clock in Puerto Pollo is powered by the clock of the computer running the game. It even plays a bit of LeChuck's theme on the hour.

There's a series of small signs on Plunder Island set up by the Naturalists' Society. One of these is next to a thorn bush in a patch of quicksand. It identifies the bush as a "Papapishu Bush" and explains that "papapishu" is a native word meaning "ouch". After reading the sign, Guybrush will say "papapishu" instead of "ouch" for the rest of the game. If he doesn't read the sign, he says "ouch" as usual.

When Guybrush meets Palido Domingo on the beach, he can ask him how long he's been sunbathing. Palido will say he's been sunbathing since the month three months before the date set in the computer. If the game is played in January, he adds "By the way, Happy New Year".

When making the hangover cure in the endgame, you can tear up your tofu mask and sprinkle it on top. It has no effect, but it changes the item graphic.

There's a few Easter Eggs that can be found by repeatedly doing things that most people would stop doing when nothing happened initially.

If the player tries to walk into the lagoon on Blood Island, the game won't let them. If the player persists, Guybrush will eventually walk into the water and find his The Secret of Monkey Island self drowned and tied to the Idol of Many Hands.

If the player reenters the crypt where Stan has set up his insurance business, all they will get is a greeting from Stan. If the player enters enough times, Maggie from The Dig will appear on the spider's web in the corner, and a spider will appear and drag her off.

On Skull Island, Guybrush relies on LaFoot to winch him down to King Andre's cave. LaFoot always loses his grip and drops him until Guybrush uses an umbrella to float to King Andre's cave. If the player lets LaFoot drop Guybrush enough times, Guybrush will finish his business with King Andre and take care of one last thing before returning to Blood Island: climbing back up the mountain and throwing LaFoot off.

Edna & Harvey: The Breakout: You can use everything with everything and even talk to inanimate objects (besides Harvey), which will give you unique responses. The only way to do something that doesn't result in a custom response is finding a bug that allows you to do something that wasnt meant to be possible. The default responses arent even voiced because they werent meant to be triggered.

Sam & Max Hit the Road has it that you can try to pick up something that can't be picked up and Sam will tell you this. If you repeatedly try to pick up the object, he will get more and more upset and eventually Max will comment. However, that's not the Foresight part. The Foresight comes into play if you try to do this during the point of the game where Sam and Max are separated (when Conroy and Lee-Harvey throw Max into the Mini-Golf course) and Sam has a new set of lines.

Ōkami: being a game based around using your Celestial Brush to interact with and create objects, there are many extra things you can use the brush for other than the set skills the game teaches you. For example, you can use your brush on any NPC you wish. Summoning bombs or slashing them will send them flying, but drawing a circle around them can make them react happily and rush to pet you. Drawing circles on the residents of Kamui Village uniquely turns them into wolves.

One particularly funny usage of the brush that exemplifies Developer Foresight can be found after defeating Orochi during the festival in Kamiki Village. Several villagers are sat round a barrel of Thunder Sake, and it is possible to get each of them drunk or even electrocute them with it.

There's a publisher in the game you can send things to and get a contract from. However, the only two things you can send him which will advance the game: the manuscript after it's been edited by Wendy and Green Tentacle's demo tape. If you send him the manuscript unedited or edited by someone other than Wendy, there's a specific cutscene for that. There's also cutscenes if you send the cassette tape with the old record, Syd or Razor playing, or the tentacle mating call on it.

Furthermore, if Syd or Razor gets a contract for their playing, you can show it to Green Tentacle. He kills you in response.

If you have Wendy edit the Meteor's manuscript, you can send it to the publisher to get it a contract and present the contract to the Meteor to get a different ending where the Meteor ends up getting interviewed on a talk show. You can also use Bernard to contact the Meteor Police and have it arrested. What happens if you do both? The interview still happens, but gets interrupted by the Meteor Police coming to arrest him.

In The Sword Of Etheria, the tutorial asks you to perform a knockback attack, however it fails to tell you that the attack requires you to have stunned the enemy for it to work until after it is attempted. The dialogue changes if the player succeeded in their attempt, acknowledging their success and then explaining the technique in case the player stumbled on the correct answer.

The game has many examples of this, but perhaps the best example is the Noble Sacrifice card. This Paladin-only card triggers when an enemy attacks, and it summons a 2/1 minion which redirects the attack to itself. Normally, this would kill it outright, but if other triggered effects cascade off the Defender entering play, the original attacker can potentially die first or the Defender can survive or be resurrected. The best part? Each minion has a line when attacking, and the Noble Sacrifice sounds very surprised to be alive.

In a similar vein, Doomsayer is a 0/7 that destroys itself and all minions at the start of your next turn, and is summoned with a dramatic "THE END IS COMING!". If you manage to attack with it* Either Silencing it to prevent the effect or giving it Rush/Charge, then giving it an attack boost, he'll proclaim "Did I miss it?"

Adventure mode bosses have several minions that are unobtainable to players, but can be controlled through cards like Mind Control. These unique minions also have attack quotes, with many of them sounding quite disdainful/surprised that they are being used by the player.

The "sorry" emote was removed from the emote list (due to people using it sarcastically) however even after that every new hero released has still had a "Sorry" line recorded. Why? Because there's one joke card that randomizes your emote selection and that can generate the old "Sorry" emotes.

Ghosts normally banish themselves whenever they would be destroyed. They still have a death line programmed, and it can only be heard through a single type of interaction (Ghosthound Sexton).

Every card has a line for summoning, attacking, evolving, and dying. Eidolon of Madness has an effect that prevents it from attacking, and Heavenly Aegis is indestructible. They still have attack and death lines respectively.

Every single card has an animated version, even the limited-time reprints of cards that come in base form such as Ta-G, Katana Unsheated and generated card Tokens such as Ghosts. If you use an animated card such as Urd to summon a copy of another follower, that new copy will become animated too. With the release of Seer's Globes, players can now freely animate any card of their choice.

Fighting Game

Super Smash Bros. for Nintendo 3DS and Wii U has one of the stages being the Spirit Train from The Legend of Zelda: Spirit Tracks, with Link operating it. But if either Link or Toon Link is selected to fight, then Alfonzo will be driving the train. Similarly, the Dream Land 64 stage still has the "King Dedede sometimes floats by in the background" element that it had in both the original Super Smash Bros. and Melee, but unlike those two games, Dedede is playable now, and if he's selected to fight, that background element simply won't appear.

In Super Smash Bros. Ultimate, Assist Trophies and Poké Ball Pokémon will not spawn from their respective items if they already have a presence on the stage. Alucard will not spawn on stages with reflections or mirrors due to him being a half-vampire.

Also in Ultimate, Palutena's Guidance for Cloud mentions how his Finishing Touch attack deals high knockback despite only doing 1% damage. However, if the current match is a Stamina match (where knockback matters much less), Pit will remark that he doesn't need to worry about that.

In Fist of the North Star: Twin Blue Stars of Judgment, Kenshiro's "Hokuto Zankai Ken" super imposes a time limit on his victim, in which they lose the round via classic Hokuto pressure point hitting when said timer runs out. However, when done on Souther, nothing will happen to him at all when the timer runs out and he even laughs about it, reflecting his dextrocardia immunity to Hokuto Shinken.

The console versions of Guilty Gear XX Accent Core up to Plus R include a bonus "GG Generations" option which changes the game's mechanics slightly to resemble previous games. "GG" mode changes how Instant Kills work so that they can be repeatedly used and escaped from via onscreen button prompts. If the victim misses the inputs they eat an immediate unfailing Instant Kill. Yet Order-Sol's Instant Kill "Dragon Install Sekkai" is a long and complicated button combination, and the actual IK portion only triggers if the victim's health is low enough, so how did the dev team work around this? When Order-Sol's in "GG" mode, performing a successful IK here triggers his EX form's IK, "All Guns Blazing."

In Marvel vs. Capcom 3, the Kattelox Island stage normally has Tron Bonne in the background next Tiesel Bonne, cheering on the fighting. If Tron Bonne is one of the fighters, though, she will disappear from the background and Tiesel will cheer her on instead. One step further: If two Trons fight each other, Tiesel will appear confused and stare at the two of them trying to work out what's going on. If Tron is defeated, Tiesel will hunch over and look depressed for the rest of the match.

In Street Fighter 4, the Small Airfield stage has Boxer appear in the door of one of the planes. If Boxer is one of the fighters, Claw will appear instead. If both Boxer and Claw are fighting, Dictator will appear instead. This is also also a reference to how these three characters had their names swapped around between the Japanese and English version, hence the use of nicknames.

If Gotenks is on the same team as Piccolo when using his Charging Buu-Buu Volleyball attack, Piccolo will join in.

If Adult Gohan is not on the same team as Gotenks, his Ultimate Kamehameha super will change into the Family Kamehameha, which he fires with Goku and Goten by his side note Goten can't join in if Gotenks is on the same team, since he's fused.

Depending on the combination of team compositions and stage selection, extra cutscenes may play before a battle begins that pays tribute to key events in the series. For example, if Goku and Frieza are the lead characters on their respective teams when starting a fight on Planet Namek, a cutscene will open of Frieza murdering Krillin, triggering Goku's transformation into a Super Saiyan. If the stage is transformed into its destroyed version as a result of a Destructive Finish, and Goku wins against Frieza in the end, another cutscene will play of Goku flying away, Frieza launching one final attack on Goku, and Goku countering and killing Frieza.

Every playable character has a different quote for when the final boss fight begins.

Should the player choose to play through story mode while wearing an alternate costume, Mandy will be wearing one of her own alternate costumes during the part where the player has to control her and make her beat up Billy during the end credits.

Dragon Ball Xenoverse 2: DUAL Ultimates are powerful combo attacks with which your hero uses a one of a given character's strongest moves in tandem with that character (for example, the Kamehameha with Goku). Android 16's is Hell's Flash— and 16 has to detach his hands to use it. However, when your hero uses it, they mimic the initial pose... but fire the earth-shattering blast from their open palms instead.

First-Person Shooter

Area 51 (FPS): In one level, you start off near a gas station. If you shoot the sign for it, one of your teammates will remark "I don't like those prices either".

In Medal of Honor: Allied Assault, remember how in the second part of the Normandy level where you call in a P-47 Thunderbolt to bomb out German artillery pieces? Well, you can call that same aircraft in later to destroy a German half-track hampering your way. The reason he doesen't help you to destroy the Tiger I tank encountered later in the same level is due to the pilot telling Powell that he has to make it back to base due to low ammo.

It has this all over the place, mostly because as a mod for a nearly 9-year-old game, they know all the exploits in the engine. For example: climbing over a fence before you can unlock it will result in an NPC on the other side asking how you got there, and listing some of the possible methods, such as grenade climbing (sticking a grenade to the wall, jumping on it, sticking another to the wall, jumping, removing the first, and repeating).

There is an area that you will only be given password information needed to enter if you ally with one faction. If you remember the password and use it to enter while aligned with the other faction you will receive special messages commenting on your entry and giving a little information about the area.

Not only that, if you break the game's plot by doing something like killing a plot-important NPC (who are normally protected by armies of goons and robot turrets), the game will actually call you out on it (in the form of a large talking logo of the modder group, no less), and ask you why you felt it was a good idea to try to break the game, with answers ranging from in-game justified reasons to "It seemed like fun". The logo will then kill you for breaking the game.

The first time the Luteces appear in BioShock Infinite after Booker has a weapon, he can try to shoot them. Doing so results in them remaining unharmed and saying "You missed." Continuing to shoot them results in an Overly Long Gag of them saying "Missed. Missed Again. Four out of five? And a miss. We can do this all day."

If you hang around the Luteces after they've finished their first speech, they'll eventually tell you that it's pointless to wait around for them to leave, but they'll disappear as soon as you're not looking.

If you are smart enough to climb out of the level main area of the Battlements state and jump off the Tower while possessing the Long Fall perk, you find yourself in small secret stage with developer Joe, who pretends to be surprised by your actions and warns you that levelling and player stats may behave oddly. After that, you have to start from the very first level.

If you jump (or fly) too high in the Battlements, you get a warning message warning about possible buggy collision detection at such heights. However, if you strive for the ascension to the very top of the Tower (which is very unlikely since it may require stacking 20 double jumps with increased jump height or obtaining an exceedingly rare gun with recoil so strong that it can serve as a jetpack), after climbing those humongous clockwork-like steampunk mechanisms, there is another message from the dev that congratulates you with breaking the game, and a reward consisting of even more perks that are, well, quite useless if you are so good to have reached the top.

Unreal Tournament 2004 has the Lightning Gun sniper weapon. It's hitscan and has no area damage, so it's theoretically impossible for players to kill themselves with it. However, just in case someone, somehow, does manage to do just that, the devs left in an appropriate suicide message: "<player's name> violated the laws of space-time and sniped himself".

The training tutorial in Counter-Strike: Global Offensive takes place inside an enclosed target practice room, and opens with an announcer asking you to empty your gun into the target in front of you. He will acknowledge your actions if you decide to instead empty your gun into everything but the target.

Additionally, when the training surprises you with flashbang training (by dropping one in front of you), the game reacts if you react appropriately.

Quake: in the first map of the third episode of the Scourge of Armagon expansion pack, at the beginning you have to ride a trolley across an acid-filled chasm while fending off deadly explosive volleys from Vores, reach a tower and fight your way up for a key. Or, you can sequence-break the whole thing by climbing the surrounding cliff walking across an extremely thin ledge, and hop right on top of the tower. The game acknowledges this by triggering a message that reads "You're not supposed to be here!"

The Quake example above is a throwback to Duke Nukem 3D, where various hard-to-access areas of the game have similar "You Aren't Supposed To Be Here" messages scrawled on the walls. Some of them you can only find by using the walk-through-walls cheat, as in the section with the helicopter at the end of Episode 3 Map 4 ('L.A. Rumble').

Like most Source Engine games, players have the ability to type "kill" into the developer console to instantly die, in case they get stuck somehow and needs to respawn as a last resort. When a team wins a round, during the brief time before the next round starts, they gain 100% critical hits while the losing team loses access to their weapons, something that fans have come to call "humiliation". Lest players decide to suicide to deny their opponents a free kill, the "kill" command is disabled during this period. The Soldier's suicide-bomb taunt, however, is not; this was probably intentional.

The Spy has an unlockable invisibility watch called the Dead Ringer, which instead of activating immediately, will cause him to feign death when he is attacked, leaving behind a fake corpse as the real spy vanishes into the shadows. Because this is a video game, a real kill would do a lot more than just ragdoll the spy's player model — his weapon and an ammo box would drop to the ground, his name would be grayed out in the scoreboard, a kill notification would appear in the top right, and the killer would earn a point and, in certain circumstances, possibly also a Steam achievement. All of which have been taken into account and will trigger upon a fake kill, just in case the player is paying extra close attention.

But, there are still clues a savvy player can use to tell if a Spy has used the Dead Ringer. For example, when a player uses the DR, the ammo box that they drop doesn't actually provide any ammo, and has no sound effect when picked up.

In Half-Life, immediately after the resonance cascade but before you are granted any weapons, you have to talk to a scientist and have him use a retinal scanner to open a door for you. It is possible, of course, to kill this scientist, just like all the others, but it takes some doing - you have to wait for a different scientist to eventually resuscitate a downed guard, then slowly push that guard back to his doom so he'll drop a pistol for you to shoot the retinal-scanner scientist. The instant that scientist dies, the door automatically opens.

In Half-Life 2, there's one spot where you have to activate a gate by plugging two car batteries into a contraption. One is right next to it, and the other is, predictably, inside a car. Said car is extremely heavy to prevent you from punting it off the cliff with the gravity gun like you can with the others, and if you decide to stone-cold pick up the battery and fling it into the ocean... it respawns.

Prey (2017): The game will almost always acknowledge if you skip steps in quests or do things in different orders than expected. For example, if you head to Psychotronics before inspecting the elevator, January will wonder how you knew the elevator was broken, then give you the instructions shed normally give there.

If you look at Morgans feet during the intro helicopter ride, you see theyre tapping their feet to the background music.

Morgans bathroom at the start of the game will have the toilet seat up or down depending on which gender youre playing as. Thats attention to detail.

You can kill just about every character anytime you meet them and the plot will change accordingly, such as saving December by killing January before the latter kills the former, something that the game never even hints is possible.

The epilogue takes an incredible amount of choices into account and has Alex and his team discuss them in a manner that sounds completely natural, averting Mad Libs Dialogue. For instance, if you kill Alex in the simulation but nobody else, the operators will warn Alex he should be wary, since Morgan seems to have something against him and Alex will defend you, saying you had every reason to do so. Theyll even remark on when you do some things, such as wondering why you saved Igwe only to kill him later, if you did so.

Miscellaneous

The Mystery Case Files developers tend to think of everything a player might do, however odd or counter-intuitive. For example, in Escape From Ravenhearst, you can run every object accessible at the time through a scanning device, and see its X-ray image; if you're playing the Collector's Edition in which tokens must be gathered and energized, the tokens' scans show sparkles after charging, just like the tokens do.

It's actually possible to try and use the time cuffs on people, usually for a funny comment, such as a Roman saying "I'm cleaning up - but not through thievery!" or Ann Tikwitee saying "Uh gee, I don't think there's a thief in my pocket, do you?"

Using a battle axe on Rock Solid makes him say, "OUCH! Don't cut me down to size!" while he makes a surprised face.

Giving a torch to Hatshepshut results in her saying, "CAREFUL! Or you'll singe my false beard!"

You can actually try using items together or hand them to people, often getting you a response where they tell you something about that item. The only time wherein you don't get a response and it just puts it back are say, assembling pieces or where you would expect them to not need it.

One case involves using a phonograph. Everyone you can actually speak to (sans the crook) will have a response and you can actually play the recordings back to the people for their responses.

In addition, some Dummied Out content suggests even further foresight from the writing team, as there are some deleted lines that result from actions that cannot occur in gameplay. For example, there is a line that can only result in attempting to use the time cuffs on Gutenburg - this cannot ever happen, as he cannot be interacted with once the carmen note is assembled. There is also some humour in the dummied out content, such as how you could apparently use the torch on a mummy and be told, "This is a mummification, not a cremation."

Suppose you're feeling a little cheeky during Gutenberg's case and make the notice say "Thief on the goose", "Sheep on the loose", or "Sheep on the goose". Gutenberg does indeed respond to these rather than the normal "This is gibberish!" when you mess up.

Levels in Motocross Madness were square valleys delimited by sudden and very steep mountains, apparently impassable. If, however, you got enough speed and approached them at the proper angle, it was possible to - just barely - climb on top, and find a flat, featureless land. The curious player who would then ride off in the sunset, expecting to find a fall into the void, an invisible wall or just an out-of-bounds crash, would then find that the devs had foreseen this, and planned accordingly. Cue a cannon sound, followed by the player and bike being launched back inside the level boundaries at ridiculous speed.

In the video game version of Who Wants to Be a Millionaire?, entering in one of the names of an actual million-dollar winner (such as John Carpenter or Dan Blonsky) or either part of host Regis Philbin's name will cause Regis to mock you and enter in a more disparaging name such as "Phony Cheats", "Fakey Fakerson", "Smarty Pants", "Imposter", or "Wannabe".

In Job Simulator, there's a copy machine that duplicates whatever you put on it. For example, if you put a stapler on it, you get a fully functional stapler. So what happens when you physically put your face on it? You get a brain.

You can also put money in the copy machine, which results in poorly-made counterfeit money with "nice try" written on the back.

Town of Salem in fact has results for investigative actions that are, under normal circumstances, impossible. (Consigliere investigating fellow mafia members, this cannot happen) It also has achievements for actions that are highly improbable but can only happen under a transporter or witch screwing with the targets, such as a framer framing themselves, a janitor cleaning their own dead body, or a killing role attacking themselves.

Event[0] had a notable amount of work put into programming the dialogue for Artificial Intelligence character Kaizen. Since the player's only method of interacting with the world is through interfacing with Kaizen, the game needs to be able to recognize a large amount of possible inputs and respond in a way consistent with his current in-game mood. This results in thousands of possible lines of dialogue, as well as a system to switch up some phrases to sound less pre-programmed and more like a natural conversation. This video (warning: some spoilers) goes more in-depth.

In Orbulon's stage in WarioWare, Inc.: Mega Microgame$!, the life counter consists of four Alien Bunnies trying to get Orbulon to their spaceship. In the end, when Orbulon plans to take over the ship, an Alien Bunny replies "Shucks!" and drops Orbulon back onto the Oinker. The default amount is four. But, were you to lose a life and then clear the stage for the first time, then the Alien Bunny who pulls the switch is the one closest to it.

In WarioWare Gold, the microgame hosts have special responses for different circumstances: clearing 15 microgames in a row with no mistakes, clearing a microgame at the last second, failing a microgame three times in a row, failing a microgame by not doing anything, etc..

The Mario Party 8 Challenge minigame "Fruit Picker" requires the player to memorize five fruit symbols on a wheel, which then turns, and pick the out one to three of the symbols. If the player pauses or presses the Wii's Home Menu button, the symbols disappear until they unpause to prevent players from cheating by writing the symbols down.

Super Mario Party has Bowser as a full-fledged playable character this time around, and almost every board NPC and ally has unique dialogue for being approached by him (or Bowser Jr.). Mook characters will refer to them as Lord Bowser/Bowser Jr. and shower them with praise instead of trash-talking them, Peach will be reluctant to work with either of them, characters who serve as obstacles will politely apologize to them, and Kamek will be visibly terrified if either of them land on a Bad Luck Space. There's also a slightly altered cutscene if you collect the fifth Star Gem while playing as Bowser.

Also from Super, the minigame "Rhythm and Bruise" involves whacking plastic Monty Moles with a hammer in time to the music. If you play as Monty Mole, he'll be visibly sweating.

Partner Party in Super allows you to roam freely around the board instead of following strict paths. If you plot a long path that takes you around and around in a circle (like you might do if you want to stay close to a space you really want to land on but don't have the right roll to do so), your character will be visibly dizzy with Circling Stars after they finish moving.

Items that have an effect that can be activated will also have a cooldown time associated with this effect. Selling the item while its effect is on cooldown and then buying it again immediately will return you the item back at the start of its cooldown period again. A similar trick ensures that the Keystone rune Unsealed Spellbook can't be used to do away with summoner spell cooldowns if you use the rune twice in quick succession - replacing a spell on cooldown for a new one will cause the new spell to still be on the same cooldown time as the old one was. Additionally, if you are waiting to respawn and buy Redemption, the only item that can be activated while dead, it will start on a cooldown equal to your respawn timer.

Some champions have reaction quotes to buying certain items. Occasionally this includes items that are thematically fitting for the character but that would never actually be useful in gameplay, such as Karthus buying Athene's Unholy Grail (an item whose best perk is when you heal or shield an ally, which Karthus is incapable of doing* Summoner spell Heal aside).

The Nintendo Switch version of Cuphead has some alternate boss routes that happen when you do certain things. (These were originally scrapped plans for the bosses, which then made their way into the game anyways.)

If you don't shoot Weepy the Onion when he shows up, he disappears, and a radish appears in his place, which will attack you no matter what.

When Djimmi the Great is scanning you during his fourth phase, he will summon a tiny Cuphead puppet if you're shrunken during the process.

In Sally Stageplay's fight, there is an angel that you can jump on in Phase 1, which causes a buttress to fall in the background. If the husband in the background is in front of the priest when this happens, he will get killed, which causes some changes in the fight. For one, the nursery in Phase 2 will become a nunnery instead, and instead of babies it spawns nuns who throw rulers at you. Also, in Phase 3, the husband will appear once again, this time as a god in Heaven.

MMORPG

Star Trek Online is starting to work its way there. More recent missions have had numerous failure conditions and alternate methods of accomplishing goals. In the Romulan series, for example, there are several Dialogue Trees, with new options opening up depending on the character's diplomacy level and several sections where a violent character could blast through without even talking at all. There are numerous points, even in the earlier missions, where a sufficiently sneaky character can approach enemy soldiers and eavesdrop on them to learn potentially useful information ahead of time, which they wouldn't have heard otherwise.

Back in the days before the Cataclysm expansion pack was released, if you went through a demon-infested gorge, jumping in exactly the right places and using a since-patched glitch known as wall-walking (which was literally jumping up a normally untraversable wall or terrain in a very precise manner to trick the game into thinking you've grabbed a foothold), you could enter the then-uncompleted Mount Hyjal. When you got there, you found a zone that was actually fairly fleshed out, including the skeleton of Archimonde. The actual note that merits this entry: construction signs telling you that you weren't supposed to be here and better get out, and you would receive a debuff called "No Man's Land" that instantly teleported you out even if you somehow manage to enter it. There were even rumors that you would be automatically reported to a GM upon receiving the debuff, as the player would have had to deliberately and willingly break the rules of the game by using an exploit several times to get there.

Also, when water walking didn't apply to mounted people and it was nigh impossible to get to it, an island to the south-east end of Kalimdor had a message in a bottle with, basically, "How did you get here?!"

If you make a rude gesture at Mountaineer Pebblebitty (which you are likely to do, considering what she puts you through), she has an appropriate response ready.

Most city guards will react to emotes, /rude them, they respond in kind, salute them, they salute back, etc. etc. Also, flex your muscles at them. They are not impressed.

The Mists of Pandaria quest "Li Li's Day Off" requires you to take your NPC follower (a kid up for some sightseeing) to three predetermined places she wants to visit. However, you can take her around on a tour through the entire Valley of the Four Winds zone first, which, while not required by quest objectives, will make her comment something about every place you visit. She's very much a Little Miss Snarker, so taking the full tour with her is worthwhile at least once.

The Dominance Offensive storyline for the Horde in patch 5.1 makes you constantly travel to various locations, mostly by asking the indigenous Tak-Tak to give you a kite ride. However, one piece of the long quest chain asks you to travel to Silvermoon City, which is on another continent, and to boot, about the farthest from Pandaria that you can get. The quest designers expect you to take the portal; if you speak to Tak-Tak instead, he says, "I ain't flyin' a kite to Silvermoon City! You crazy?" You get a similar retort Alliance-side if you ask to take a kite from the Alliance base in Krasarang to Darnassus (which is about the same distance away as Silvermoon is from the Horde base).

Rogues who had completed a questline Wrathion gave them will be acknowledged by Wrathion when they talk to him in Mists of Pandaria.

In the Well of Eternity dungeon, where you go back in time 10,000 years, players who looted the Warglaives of Azzinoth from Illidan will be noticed by his past self. "You seem prepared."

Similarly, wielding the now-unobtainable Atiesh, Greatstaff of the Guardian while fighting Shade of Aran in Karazhan will prompt him to yell "Where did you get that?! Did HE send you??". This is a reference to Atiesh's original wielder being Aran's son, with whom he had a... rather strained relationship.

Archdruid Glaidalis in Darkheart Thicket has a unique voice line if there are any druids in the dungeon group. He even has different voice lines depending on the spec of the druids in the group.

Many other NPCs act differently around various classes. If, for example, you do the Stormheim questline as a Fury Warrior, Helya will recognize you from the quest in which you get the Twinswords of the Valajar from her.

More for druids: their exclusive class area features dream portals that druids can use to teleport to several locations on Azeroth, many of them marked by a Great Tree that is important to green dragons. You may find that one of the portals is shut—a much much earlier questline in Feralas deals with sealing that zone's dream portal to prevent Nightmare corruption from pouring through it. A druid who had completed that quest will find that their seal still stands, and they may break it if they want use of the portal.

Vanilla raid boss Nefarian had a special ability to screw over each class (switching warrior stances, messing with shaman totems, etc) and an accompanying quote. Each time a new class has been added, he's been given a new quote to address them with.

One mandatory questline for Legion's order hall campaign requires you to liberate Exodar from the Burning Legion attack. Your order champions will join you in the fight against Rakeesh... but if they are out on a mission, they won't join you. Fortunately Velen is powerful enough that you don't need their help.

At the start of Mists of Pandaria content, Horde players get a letter from General Nazgrim ordering them to report for duty. If the player completed the Vashj'ir storyline, the letter addresses them by name, recalls the time Nazgrim(then a Legionnaire) fought alongside the player against the naga, and is overall more friendly and personal in tone.

One of the starting Death Knight quests requires you to kill a member of the Argent Dawn who belongs to your own race. The character will recognize you and say something about your past. What makes this a case of Developer's Foresight is that if you start a Worgen or Goblin Death Knight, two races that joined the Alliance/Horde after the events of Wrath of the Lich King, you'll belong to a different faction than the regular members of that race. Worgen Death Knights are former servants of Archmage Arugal as opposed to being residents of Gilneas City, and Goblin Death Knights originally belonged to the Steamweadle Cartel and don't fall in with Bilgewater until after joining the Horde.

In Warhammer Online, the devs watched alpha testers get to some pretty strange places, and rather than fixing it, they either added kegs of dynamite to blow yourself up, so you can respawn where you are meant to, or by adding high-level boss characters you can fight if you can get an entire party to that spot.

A magic shop keeper gives out free Mind Runes and Air Runes every five minutes or so. Trying to sell the freebies back to him will net you a sarcastic "Thanks for returning the samples!".

After "The Blood Pact", Xenia remarks that she'd like to see the necromancer's ceremonial mask. Reassembling the mask, putting it on, and talking to her with it results in her telling you that you look stupid.

The prince/princess of Miscellania that you court will respond to various emote actions; the "Blow Kiss" emote is the only one required to court them, but they will react appropriately to dancing or threats.

Another NPC who reacts to emotes is Sir Tiffy in Falador. Saluting to him is required for one of the Falador achievements, but you can give him the "Goblin Salute" from the cave goblin quests instead, and he'll remark on it.

There are an awful lot of Continuity Nods to which quests you have or have not completed, in dialogue or in subsequent quests.

At the beginning of "The Death of Chivalry", you have an encounter with Saradomin. He remembers your participation in the "Battle of Lumbridge" world event from 2013, and which side you were on. If you did not participate, he concludes you are one of the Godless and treats you with suspicion.

The "Crackling" perk from Invention has a 5% chance per rank of inflicting extra damage to your enemies. It doesn't work on higher-tier vampyres, because their only weakness is blisterwood, and blisterwood weapons can't be augmented with perks.

There was a glitch where it was possible to enter the Draynor Bank Robbery cutscene and pick up the Blue partyhat that would drop. This partyhat actually has a different Item ID than the regular Blue partyhat and is untradeable. If the player attempted to equip it, it would disappear and a message in the chatbox would say, "Please send in a bug report and tell Jagex how you got that hat."

The game has special messages for certain things that can only be obtained through exploits, such as finding plurals for unique items (Ex. The plural for Emblem of Ak'gyxoth, an item rewarded to the very first person who summoned Ak'gyxoth, is literally "Emblems of Ak'gyxoth, you dirty exploiter"), or trying to do unclickable actions via HTTP links (Ex. Attempting to use a Comfy Sofa without owning one will result in you in falling to the floor and taking damage). Hot stuffing, an item that can only be crafted by using a JavaScript command, is listed in the Discoveries section under the "Dirty Exploits" category.

At one point during the Sauceror's Nemesis Quest, they create a potion that turns them into a slime, allowing them to infiltrate the slime convention. You can't use skills and are treated as though you don't wear any equipment. So, totally useless. Now, there is a bonus dungeon inhabited by other slimes called the Slime Tube. It is a rather high-level zone, usually reserved for Aftercore. so, if you go into this tough area in that useless form, you get an Easter Egg.

The Zombie Master class's playthrough focuses on attacking enemies and eating their brains. There is exactly one regular monster that will never drop a brain — a mummy (a type of zombie that had their brains taken out during preperation).

During the Naughty Sorceress quest, you eventually come across a door that can be opened by any key, the contents of the door changing to reflect what key you used. Normally, you're supposed to use 6 keys that many would not have if they rushed through the game without exploring (e.g. many players had no idea the 8-bit realm existed and therefore never knew the existence of the digital key). That's not this trope. What is however, is if you decide to insert a balloon monkey... You literally get an easter egg balloon.

A Chefstaff is a stick that does piddly squat physical damage, but grants immense bonuses to spell damage. If you attempt to club enemies with one, you'll discover they have five unique attack messages specially prepared for just such a case, three of which berate the player for not using an all powerful staff for its intended purpose. One of these five messages however, "You pretend your enemy is a pinata, sadly your beating doesn't dislodge any candy, but it does do X damage." will change into "You're holding a large stick. You're fighting a pinata. You let nature take it's course for X damage." if you actually are fighting the one pinata monster found in the game.

If you use the point emote to dramatically point at Crota during your battle with him, he notices and angrily points back.

If you hide from Skolas instead of fighting during your battle with him in the Prison of Elders, he'll make various comments in Fallen language such as getting annoyed at you for hiding or thinking that you've run out of ammo.

Headshots are massively effective on all enemies except Vex; since their brains/cores are in their torsos, they'll keep fighting even if you completely blow their heads off.

Going into the legendary "Loot Cave," a cave in the Cosmodrome where, if players stood in the right spot, they could endlessly shoot Hive troops until they dropped legendary engrams, which could be decrypted by Master Rahool in the Tower. In later versions of the game, the cave leads to a pile of Hive bones that can be activated, triggering a voice that says "A million deaths is not enough for Master Rahool!"

At one point in Psychonauts, you have to go into the minds of a few people to assemble a disguise to trick the warden. A lazy or creative player might think that just jumping into the warden's mind would be quicker. The game will let you try it, but all you'll get is an amusing note explaining that the warden is protected against psychic interference. Similarly, if you try to jump into any of your fellow campers' heads, you'll get a notice saying that the mind-jumping-device won't work on minors.

In the normal course of gameplay, after saving the turtle Mr. Pokeylope, you carry him for about 30 seconds before losing him forever. If you decide to take Mr. Pokeylope to camp after saving him, every camper reacts to him in different ways, mostly involving how adorable he is. The PC version on Steam even made showing him to all the campers unlock an achievement.

In fact, just about every NPC has unique dialogue for every item you can possibly present to them. This is especially notable with Boyd, whose mental world revolves almost entirely around held items (none of which you're ever told to show him, by the way).

The Lungfish Call item makes a "specific" sound. Using it near Dr. Loboto has him tell Sheegor to "go outside if [she's] going to do that."

Some of the best responses to the Confusion attack show up in Fred's mind, which is cleared of its inhabitants by the time you're technically supposed to be able to get Confusion.

Using cheats early in the game allows you to use powers that you're not supposed to have yet on characters that might not be around at the time you're actually supposed to have the powers. Using cheats in this way often results in amusing dialog that you wouldn't hear if you played through the game normally. Using confusion on the G-Men is particularly hilarious. "Oh my God, why am I holding a gun?!"

Clairvoyance allows you to see through someone else's eyes, specifically permitting you to see the world as they do. Each and every single character in the entire game, including every single enemy type and random animal just hanging around, sees you differently. Seagulls see you as a cat, Censors (basic enemies) see you as a virus, your love interest sees you as a dashing prince, etc.

Much like with the warden, if you just try to steal Gloria's award with invisibility or telekinesis instead of going into her mind, you get unique scenes where she thinks the thing is going off on its own and won't let it leave anyway.

Banjo-Kazooie: One of the questions in Grunty's Furnace Fun has you match a character to their Voice Grunting, introduced by Grunty with the rhyme "Listen well and make your choice, which character has this dumb voice?" It's possible for the voice in question to be Grunty herself, and if this happens she'll say "which character has this cool voice", not "dumb voice". She wouldn't insult herself, after all.

Banjo-Tooie: Via the use of in-game cheat codes, it is possible to progress to later levels earlier than intended. The game will not let the player enter a boss fight that they are unequipped for, usually resulting in a line of dialogue that hints at where to find their moves.

Chilli Billi: You don't stand a chance against me. Get back to the Cliff Top and complete your training!

In Grunty Industries, there is a seemingly-useless Shock Jump Pad in the Quality Control Room. The pad is in the part of the room where you collect the Jiggy, which you're intended to access while transformed into the washing machine. The designers probably added the pad in case you Leg Springed or glided over the barrier as Kazooie alone. However, as Bikdip on a Bus points out in his Let's Play of the game, if you performed a Leg Spring to get in, you could easily do another one to get out, so the pad actually is completely pointless.

It turns out Bumpties can steal Baby Mario if he's knocked off Yoshi's back next to one. The twist? This very, very rarely comes up in the game by default, so they programmed in behavior for an unlikely situation that's only likely through going out of your way to take damage and that's so obscure even Mario Wiki didn't know about it until recently... From here.

Similarly, all the bosses are just regular enemies grown to large size by Kamek's magic. One of them, Naval Piranha, can actually be killed before the boss battle if you very carefully edge close enough to see her but not close enough to trigger the cutscene. If you kill her first, Kamek flies in, panics and retreats, and you avoid the entire battle. You can do the exact same thing in Yoshi's Woolly World to get similar dialogue, but in that game, Piranha Plants are not killed instantly when hit by yarn balls, so you'll still have to do the fight.

In Jak II: Renegade, there are barriers all over the city to prevent you from Sequence Breaking. However if you let a zoomer glide through the field and try to hop on it halfway through the game will blow you up and report "Trespasser Neutralized."

Castlevania: Dawn of Sorrow has a boss named Dmitrii, who is a Ditto Fighter  any attack Soma hits him with, he'll use in turn (though no matter the level of Soma's attack, Dmitrii always copies it at Level One). This includes nearly every attack in the game, including ones you can only possibly have in this fight on a New Game+. He can even copy Hell Fire, the attack you can only learn by completing the game on Hard. What's more, he's also able to copy the attacks used by the characters in Julius Mode.

Jet-Vac uses a vacuum device to attack and fly. His flight capabilities are limited and indicated by a gauge based upon how much compressed air he has in his tanks. If you deplete some of it, and activate the secondary attack (which sucks enemies towards you), he refills it.

Several skylanders put hats on in different ways. Some skylanders that already wear hats will actually swap them out with another one if you equip it.

The first Boss Battle in Swap Force is a Bullfight Boss where you have to trick the boss into running into the wall at you and crash. To do this, the player must have their Skylander in the boss's sights, and the boss will follow you if you walk around. Two Skylanders (Stink Bomb and Stealth Elf) have abilities that let them turn invisible. If you are in the boss's sights and turn invisible,, then the boss will not follow you around.

In Spyro's Adventure, there are crystal walls that are normally invulnerable and require bombs to destroy... unless you are using Prism Break, whose expertise is altering crystals.

In Super Mario 64 DS, includes boss dialogue to characters who don't get to battle the boss (usually Yoshi), just in case you make it to the boss with that character. Goomboss is an early example. In addition, Eyerok's boss arena is slightly altered: the developers added a fire for Yoshi to eat in case one goes out of their way to get Yoshi to fight Eyerok.

If you enter a pipe or Warp Door, and the exit is blocked off in some way, you get a brief animation of Mario trying to get through the other side before returning to the entrance. If both sides are somehow blocked off, then Mario will lose a life when he tries to go through them.

Similarly, if the way between the flagpole and the exit is blocked by something, Mario will push against the blockage for a second, then turn around and crouch down, holding his hat in despair. The level still counts as completed, though.

The fight with Brigadier Mollosque-Lanceur III in Super Mario Odyssey is unique in that it takes place in the main exploration area instead of in a dedicated boss arena. Because of this, you can still enter the 8-bit pipes in the northern region of the map, even though there's no need to. If you do, you'll get to hear a special 8-bit rendition of Brigadier Mollosque-Lanceur III's boss theme that only plays during that particular fight.

Sly 2: Band of Thieves has the "Security Announcement" during the tutorial in Cairo, where Bentley will attempt to keep the guards calm and resume normal duties. Normally when you hear this, going down the stairs to the first Rope Walk part, you'll be heading away from Bentley but if you double back to him you'll see that the character model actually does the motions of speaking these lines.

In Sonic 3 & Knuckles, the cutscene at the end of Mushroom Hill Zone Act 2 has Sonic (or whoever you're playing as) running after the Flying Battery, then jumping on it. It's possible to move Sonic to the left of the screen after hitting the Capsule before the end-of-level points tally shows up (and Sonic does his victory pose). If you do that, then Sonic will jump over the Capsule in the cutscene, rather than getting stuck or clipping straight through it.

In the first Bowser battles of New Super Mario Bros., you can abuse invincibility frames by running straight into Bowser, taking the hit and running through him to hit the requisite switch on the other side. If you attempt this in the final battle, you'll still take the hit, but Bowser will actually grab you and throw you back.

In New Super Mario Bros. 2, the global coin counter maxes out at 9,999,999. You can only carry 30,000 coins per level, so even with exploitative methods to gather coins, getting to ten-million-minus-one will take an extremely long time. If you're crazy enough to go for it anyway, you get a special message saying "The coin counter doesn't go any higher! You're THAT good," and a golden Tanuki-Mario statue on the start screen. (An extreme Bragging Rights Reward; the prize for 1 million coins is the same, except the statue is regular Mario instead of the Tanuki version.)

Kirby Star Allies has some cutscenes with this; at the start of the game, reaching the Friend Heart introduction scene with an ability will cause the hat to remain on Kirby, but will not be shown when the cutscene is replayed. Beating Void Termina, on the other hand, will save the team you had and the ability you used when the final blow was dealt to the ending cutscene. This means the team you decided on and the ability you kept throughout the fight will differ; you can go with the usual normal Kirby and three allies or discard all or all but one or two allies during the final phase of the fight and the cutscene will change. For example, going to the final boss with Sword Kirby and discarding all allies except for Rick & Kine & Coo during the final phase will cause the ending cutscene to have Kirby keep the Sword ability and Rick will be shown. Said ability and allies will also be saved in the credits.

Super Mario Galaxy 2: The Sling Star on top of the tree in Fluffy Bluff Galaxy's first area will take you to a large cloud platform. From there you can see one of the later planets in the level out in the distance. And, if you use Cloud Mario's platforms then long jump and keep holding forward on the control stick, you can jump straight to it, skipping an entire landmass of the level. To reiterate: this shortcut requires you to think leaping into the void of space is a good idea.

Retroactively invoked; some players had the gall to replay the stage at EXP Beach enough times to actually get 100 EXP in Adventure Mode, so a patch made it so you do get the Pony Wings, not to mention some unique dialogue, from doing this.

Didn't get all the tickets on your first run? And now you know which one(s) you missed? No problem. After completing the game the Start Menu is glitched to include a 'select chapter' option.

The Talos Principle: If you choose to scale the Tower, you will have to use some help from The Shepherd, who fills the role of the second player in the cooperative puzzles. Through some heavy puzzle and platforming skills, though, you can do the area without it - and it will earn you a developer's cameo near the top, as it has been anticipated.

Some of them are outright ignored, such as all of the permanent effects and the final boss's unique skill, What's Mine Is Yours. In these cases, they don't count as skill usage for Skill Copy, meaning it will copy their last-used skill besides those.

For the ones that Skill Copy can imitate, the AI will behave differently, holding off on using these skills except as a last resort, and they will always use that skill, then immediately use some other skill in an attempt to minimize the amount of time you can copy it.

Puzzles from Baba Is You will often require solutions that look or sound like exploits. Common examples include item duplication, shoving two words onto a single space and using items to shove other items through walls. Knowing the exact physics of each and every one of these is required reading.

If you piss off the humans or elves enough to start a war after letting their guild representatives wander through your fortress, they avoid any traps said representatives have seen.

There was a report on the forums of a dwarf that got disemboweled and somehow managed to recover. Everywhere he walked, he'd trail a little "~~". ASCII Gorn strikes again.

If a standing unit loses the ability to stand (either from legs/nervous system injury or losing consciousness) and has another unit's weapon stuck inside them, they continue standing up because the game can actually tell the other guy is holding them upright.

In Adventure Mode, kobolds that are within the player's field of view but in the dark show up as ", to represent their glowing eyes. If the kobold in question has lost an eye, it will show up as '.

When it comes to tear and wear, everything is accounted for when implemented. Even when the amount is so minimal it would never come up in normal play. Archcrystals, probably the oldest fortress ever played, ran into this problem about four hundred years innote Very few forts even reach fifty when their centuries-old buckets started disintegrating from wear, followed by wooden workshops and beds.

In the unlikely circumstance that two trees in the Lush area are generated side-by-side at the same height, their tops will form one long canopy..

If you pick up an item in the shop but figure the price tag is too steep, then you can always blow up the shop, right? If you touch the merchandise, walk out, and attempt the Ballistic Discount technique above, then you will be shot the moment you light the bomb instead of when you throw it into the shop.

In the HD version, during the ending, when the character(s) are flung out of the volcano, they would normally faceplant into the sand; if any of/the player(s) have a parachute, it will deploy and they float gently down.

The risk of being Driven to Suicide by the growing madness of your situation is an actual gameplay mechanic. This manifests as attempting to shoot yourself. The WarriorDoes Not Like Guns, however, and instead of shooting himself will attempt to cut his own throat. However, if you have no more ammo left, the minigame to not shoot yourself will fail...except in the case of the Warrior, where he will still attempt to cut his own throat.

Several of the achievements are earned for doing things that would rarely come naturally to the average player. For instance, the "Why The Hell Did I Bring This" achievement is rewarded for bringing the car muffler to Stonehenge, where it is of no use to the player and takes up equipment space that could be used for another, much more useful item. Its icon even shows the Scholar staring at the muffler in bemusement. Alternately, randomly casting magic is a bad idea in this game, as a failed spell will cause damage to your character's already limited and fragile sanity... except if you manage to discover a spell this way by blind luck, whereupon you get an achievement, "The Scientific Method."

The Binding of Isaac: Afterbirth+'s Secret Character The Forgotten is quite unusual. He uses a bone club instead of ranged tears, which can be swung by tapping the fire button or thrown as a boomerang if it's held. This makes a massive number of items function totally different for him, and the team didn't shy on making sure everything worked. A full list can be read here, but these are a few highlights:

Dr. Fetus replaces his boomerang bone with a thrown bomb, which can be cooked by holding it (something the actual Dr. Fetus can't do) but will explode in your face if you charge it too long.

Epic Fetus normally replaces your tears with a missile strike. Charging the shot will do the missile strike as normal but comes with a totally unique animation: The Forgotten holds the missile while you're charging, and tosses it in the air then whacks it with his club when you fire, sending it in an arch instead of the normal straight down. It's totally cosmetic, but amazing to see.

Ludovico Technique makes a huge tear follow The Forgotten like a familiar. Instead of controlling it directly, you can hit the tear with a melee attack to launch it. It essentially combines the functions of both the bone and the original item without losing either (albeit this Ludo is a lot harder to aim).

Mom's Knife is attached to the end of his bone club, turning it into a Sinister Scythe that deals bonus damage, has more range, and can hit the same enemy twice on one attack. This is functionally a completely different item, which typically replaces your tears with a piercing thrown knife.

Lost Contact normally lets you Shoot the Bullet. The Forgotten instead gains an Attack Reflector on his melee hits, not only nullifying shots in an arch, but also launching them back at his enemies.

Role-Playing Game

Bloodborne: Performing gestures in front of the Plain Doll causes her to react in various ways: she applauds, bows, and tilts her head curiously depending on the gesture used.

In Dragon Quest VIII, after you meet Red, she'll send the party to retrieve a tear-shaped gem in order to get Princess Medea back. However, it's possible to go to the dungeon, clear it and obtain the tear before talking to Red (with no in-game indication that this is an option). If you do, a cutscene will play after you leave Red's shack where Yangus admits to Trode that he played up his response. Knowing Red as well as he does, Yangus knows if she found out that the party already got the tear, she'd just send them after something else.

In The Lost Age, after lighting the Mars Lighthouse, the player controls Felix only, which means that the psynergy 'Mind Read' shouldn't be usable. With the help of ROMs and cheat codes, it can be given to Felix. Using Felix's newfound ability in Prox results in new information in the mind reading dialogue boxes the developers put Mind Read text in normally non-mindreadable characters. Not just text, which would just be there to prevent the game crashing over an impossible action, but plot hooks.

Atop Jupiter Lighthouse prior to its lighting, Agatio and Karst also have Mind Read text, though Sheba isn't in the party at that time, either. Both are thinking that Felix has outlived his usefulness, foreshadowing the upcoming boss battle. Agatio's thought bubble contains a typo.

It does this quite a bit. In the first game, if you enter Altin Mines without the Force Psynergy needed to cause a path-opening rockslide, Garet will get frustrated and kick a wall, causing the rockslide. In fact, the Force Orb's absence in The Lost Age if a file from the first game is not imported implies that this is either the default scenario, or the developers knew that otherwise people would be asking how Isaac's team completed the first game in a non-import file..

It's possible to go to Imil before Kolima in the first game. If Mia's in your party when you trigger the Kolima cutscenes, the game has extra dialogue so she'll get lines, and it's rumored (though not proven) that Tret's boss fight gets a difficulty boost to account for your larger party and higher level.

If you set Flint to Ivan while he's briefly in your party at Vault, he will apologize and give Flint back when he leaves. This just happens to keep him from being in another class in a later cutscene when he rejoins and uses a power exclusive to his base class.

It's been discovered that you can glitch-exploit Retreat to skip the part of the game where Mia joins the party. In doing so, you also skip the only part of the game where Mia's unique Ply power is required for puzzles. A boss later in the game provides an artifact that lets other characters use Frost, so you can solve Frost puzzles without her, keeping the game from being Unwinnable by Mistake without her.

Using the same glitch in another location lets you access the other Djinni in Mercury Lighthouse, so you can still get 100% completion in The Lost Age (finishing the first game with 27, transferring data to TLA, and using the spawn point in TLA for the Djinni Mia would have normally given you).

In The Lost Age, if you give the Lash Pebble to Piers and you go to Lemuria, when Piers will leave the party you will need to Lash once to enter the house of Lunpa. However, if you can't use Lash, Lunpa will insult you and throw down a rope instead, preventing you from getting stuck. This is the only use of the "rope throwing" animation in the game.

When in speaking roles, Djinn tend to have increasingly-amusing responses to being continually denied, and a character in the first game will complain if you change your mind repeatedly in one cutscene and cause the conversation to loop.

In Dark Dawn, you cannot name your character any name that belongs to another player character or plot-relevant NPC (including Alex). This has not been confirmed for the other two games.

Alpha Protocol's story progression runs on this. At first, it just seems like little things, like characters calling you out on wearing ridiculous sunglasses or if you're wearing cammies in a public place where it would be better to wear civvies and blend in. Your character sheet even comes into play. The simplest example being an instance where Mike decrypts some encoded files he's swiped on a mission, unless you haven't put any points into the tech skill. In that case Mike is computer-illiterate and his handler handles the files instead. Multiple playthroughs will reveal just how far-reaching your little decisions are; every choice has a consequence, even dialog options that seemingly do nothing but influence whether or not someone likes you, because different reputations with different NPCs always have different, tangible results. Many players assume that the game is somehow unfinished or that, at least, the writing is sloppy because they lost track of a character and never saw them again. In fact, the choices they made allowed the character in question to become a Karma Houdini, but different choices would've ended in that character being more important and getting an on-screen resolution (of which there are many possibilities, ranging from friendship to backup to HeelFace Turn to execution.) The drawback to this complexity is that if you want to rig the game for a certain, preferred outcome, you're probably going to have to consult a FAQ.

Inazuma Eleven 3, and possibly previous games in the series, have a special shoot animation which is only played if the defending team has no available players (not even the goalkeeper) anywhere near the path from the ball/kicker to the goal. Odds are you can complete the entire game without this situation ever coming up, because the goalkeepers' AI isn't stupid.

Inazuma Eleven GO adds two more animations that only occur in highly improbable situations, where a player with an Avatar active either (a) fails to steal the ball from or (b) gets the ball stolen from them, by a player without an active avatar without using a hissatsu technique. Both of these are nearly (but not completely) impossible to pull off.

The Wii version also possesses animations for scoring an own goal (basically almost impossible to do by accident).

Every player who's about to use a hissatsu technique will use an individual grant to signal their intentions. Some even have alternate ones for very specific situations, such as Hiroto using a shoot hissatsu when Endou is the opposite team's goalkeeper. Not only does every character has their own voice lines for scoring (even those who will most likely never play offense, like the keepers), but also voice lines for shooting, goalkeeping, defending AND dribbling, even if they don't possess any hissatsu in that particular skill. Too bad the same can't be said for the announcer...

In Secret of Mana, there is a boss fight that is essentially a Zero-Effort Boss. However, if the player is wiped out in this fight (you do have to try to lose), the party is just kicked out of the area with Randi being revived.

If you complete Hollow Bastion before completing Monstro, Riku only says one thing in any of the cutscenes and does not help you during the first Parasite Cage fight. Riku only speaks one line before the second Parasite Cage fight, mocking Sora for not remembering his best friend. Sora calls him a liar, saying he's not the real Riku.

Similarly, it is possible to actually leave a few worlds before beating the bosses there - if you return, they get stronger (presumably because they've absorbed more power from the world), and any scenes with Maleficent will not play (since she's long since left for the next world on her list).

If one goes to Wonderland, leaves, then completes Deep Jungle first, the scene that normally shows Alice wandering into Hollow Bastion will instead show Snow White.

The Cavern of Remembrance in Final Mix is split up into several platforming areas that require maxed out Growth abilities to proceed, with the last of these area necessitating Glide (obtained from leveling up Final Form). If the player cheats to get Glide before beating Roxas (the trigger that allows access to Final Form) and goes to the end of the Glide room, they will find an invisible wall that prevents passage into the last part of the Cavern until Roxas is defeated.

Final Form, which is normally unobtainable until the last world of the game, has a unique ability that changes how several spells work. Despite the fact it is normally impossible to have low level forms of various spells (such as the first level of Blizzard or Fire), these are still coded to have unique animations and altered functions if Final Form is cheated or glitched in earlier in the game.

Kingdom Hearts III did this in a meta way. The game was set to be released on January 29, 2019, but a few copies were stolen from a shipment of games a month early, and spoilers were posted through a Content Leak. However, the leakers couldn't tell anyone what the ending was, because it wasn't on the disk; the Final Battle and ending were added in a day-one patch, so even if the game got released early, the ending couldn't be spoiled.

In Odyssey: The Legend of Nemesis, you're expected to kill The Dragon in order to acquire the key that unlocks the door leading to the upper levels of the final dungeon. However, he doesn't drop the key when killed. Instead, it's found in a trunk in his bedroom, meaning that it's possible to get it without killing him. If you do so, then the Big Bad's dialogue will change to acknowledge this.

Luke's unlockable costumes all have him with his newly cut short hairstyle. If the player starts a New Game+, inherits Titles, and puts Luke in one of his costumes, Guy and Tear will point out his different hairstyle in certain cutscenes, with Luke telling them that "it's an expensive wig." Tear even points out that Luke "took off his wig to cut his hair" if he's still wearing an alternate costume when the scene of Luke cutting his hair comes up.

A New Game+ will also enable Luke to use his mystic arte before he cuts his hair — this skill only becomes available to Luke after he cuts his hair, and his cut-in depicts him with his short hair. If you use his mystic artes in a New Game+ before that, Luke will have different cut-ins with long hair.

Most characters have certain moves and such that they only get later on and have quotes for in the Future arc, but have different phrases for when they're used in the game's main storyline. For example, Asbel's Super Mode and its resultant Limit Break move are only available in the game's future arc and he mentions teaming up with Lambda during said Limit Break. If the player, on New Game+, carries the titles that unlock said super mode and Limit break to the game's main arc, Asbel's phrase will be different.

Not only does Asbel get a new Mystic Arte cut-in in the Future arc, but his skit portraits and status screen image now reflect his heterochromia.

Richard can also carry over his stronger Mystic Artes over to the brief part of the main arc where he's playable. All of his Mystic Artes have completely different dialog in the main story than they do in the Playable Epilogue, reflecting his dramatic change in demeanor before and after being freed from Lambda's influence and whether he's been crowned King of Windor yet or not.

If Malik uses his Eternal Serenade Mystic Arte on the main arc's final boss, he declares it the last time he'll use said move. Yet, the player can still use Eternal Serenade in the Future Arc. If this happens, Sophie will call Malik out on his lie, forcing him to lie again to get Sophie off his back.

If you start a New Game+ glitch, the alternate Milla has access to the Special skill and a Mystic Arte. However, while she has the same cut-in picture as the real Milla, her incantation during the mystic arte is different. Same goes for her linked mystic artes with Ludger and Jude.

Early on, the party gets settled with a huge debt and they are restricted in their travelling. The first time this occurs, the player may think they can just walk to the next city because it's so close. Impossible, as two NPCs are spawned at the entrance to the next city, blocking the player's way. The first steps of paying off the debt and earning the right to use the train to the next city again has to be done.

The PS3 rerelease has two different Mystic Arte cut-ins for Kratos, depending on what costume he's wearing when he performs it.

When Genis takes the test at the Palmacosta Academy, the rest of the party takes it with him. Since you go to Palmacosta early in the game, "the rest of the party" would ordinarily be Lloyd, Colette, Raine and Kratos (and possibly Sheena), but if you do this sidequest after returning from Tethe'alla, Presea, Zelos and Regal will also take the test, and the proctor will tell you their scores.

Normally, Edna has to be talked into fighting her brother Eizen because she has to accept that there's no way to save him, and the party needs to perform a Mercy Kill. If you do some Sequence Breaking and try to fight Eizen before talking Edna into it, she'll get angry at Sorey, and won't fight.

In TaskMaker, a player may choose to play a tutorial level to familiarize themself with the game. Said tutorial does not feature any monsters, and the only NPCs are shopkeepers with whom the player cannot make physical contact outside cheating. There is virtually no way to actually die from losing health in the Tutorial, unless you a.) repeatedly run into a wall until it grinds at your health, or b.) get especially lucky with a hidden spell that might summon a monster. And even then, you will not die in the Tutorial should your health hit 0  the game will just say that you would have died under normal circumstances, and reset your health bar to full.

There's a hidden spell that can be used to summon a ship any time the player is facing water. However, said spell will not work in Castle Hall, because doing so in the right place would allow access to a very powerful weapon early on in the game.

Certain doors are adjacent to walls with shapes on them (spades, polygon, heart, etc.), and said doors cannot be opened unless you have the key with the corresponding shape on it. While doors can normally be phased through with an Ethereal Potion, the game will tell you that, even if you're ethereal, you still need the key to get through that particular door.

The steps of many quests can be done out of "normal" order, such as solving a problem before finding the quest giver, but everything will work out fine and you'll just get some Easter Egg dialogue for your trouble.

Trying to investigate the rooms in the inn without talking to the clerk and finding out which room is yours will result in an Easter Egg where Ardus points out it's rude of him to go barging into a room he doesn't know is his.

The game gives you a bike early on in the game, which is only usable when Ness is the only member of your party. In the Playable Epilogue, if you get the bike out of storage (because, guaranteed, that's where you put it), and go riding around in the swamp, a unique sound will play when you pedal through the marshes that can't be heard anywhere else in the game.

The Deep Darkness swamp lacks any light source, making the whole area pitch black. You need the Hawk's Eye in order to see, but a persistent player or those who have a map guide can feel their way around in the dark. The way to the Tenda Village is blocked by an invisible wall that you can't get around, but it disappears once you use the Hawk's Eye.

The game also has several NPCs that say things based on who is in your party. For example, Paula's friends and father react with relief and joy once they see that you have rescued her. If Paula is unconscious, the NPCs will instead wonder where she is and Paula's father will react with disappointment when he thinks he sensed Paula's presence and sees that she's not there.

In MOTHER 3, the Saltwater Gun deals high damage to mechanical enemies but has no effect on any other kind of enemy. Cheeky players who decide to use it on slugs instead will find that it does high damage to them as well.

The Terminal Guardian, a recurring enemy that you encounter guarding each one of Tokyo's Terminals, as well as the Terminals in the final dungeons. His disguise depends on where you fight him, and the demon(s) he summons depends on how many times you've encountered him so far. His dialogue will always match his current disguise-demon combination, even unlikely combinations, such as encountering him for the first time in his "Intuitive Man" disguise (which he wears in the final dungeons). What's more, every single one of his lines is fully-voiced. A comprehensive dump of his dialogue can be found here.

The skill Estoma Sword normally stops all encounters on the World Map and also banishes enemies that you strike with your weapon in a dungeon if their level is lower than the player character's level. It does not work on Challenge Quest enemies, ensuring that you have to fight them even if you have the level advantage.

Persona 3: The protagonist has Calling Your Attacks voice clips for all the party members' Personas, even though he can only use them through hacking. The two navigators even have voiced dialogue reacting to the player using a cheating device.

It's possible, though difficult on a first playthrough, to reach the second barrier in Tartarus before Fuuka is recruited. If you do this, Mitsuru's dialogue will have her complaining about how she can't see very well that high up, and worrying that her Persona isn't good enough for the job.

Just like with the sequel, Social Link events with party members change depending on when in the story you do them, and scenes where Social Link characters show up will change depending on whom you have a Social Link with and what level your Social Links are at.

Believe it or not, the game can even detect that you're using cheat codes, and will have your assist character voice their surprise or disappointment at you cheating.

In Persona 4, certain Social Links with party members change slightly depending on when you do them in the story. For example, each party member's Social Link has at least one scene where Nanako shows up. If you do these events after Nanako is kidnapped, the scenes will play out differently.

Also, certain mandatory scenes in the game where Social Link characters show up change depending on both whom you have a Social Link with and what level those Social Links are at.

In the seventh dungeon, the player has to fight five mini bosses throughout the dungeon before securing the treasure route. After defeating the fifth mini boss, the Phantom Thieves are ready to return and call it a day. However, the Goho-M item, which normally warps the Thieves back to a dungeon entrance, cannot be used. This is so that the player cannot skip the upcoming showdown with The Dragon.

The Non-Standard Game Over scene you get for failing to complete a palace on time has slight variations depending on which palace you failed, reflecting things like which characters were involved and how Sojiro feels about you at that point.

If you button-mash your way through the menus in the Velvet Room, there's a chance you'll cut off Caroline or Justine's dialogue, to which they'll snap at you for your rudeness and impatience.

If you fight the boss of the Casino Palace with only Joker, you can't do the special op to expose the boss's cheating. Instead, after awhile, Futaba calls the boss out on cheating, and this enrages them enough that they immediately go One-Winged Angel, allowing you to proceed with the fight.

In the sixth palace, you will have to temporarily leave and attend a trial in the real world to help erase a gate further in the dungeon. The narrative foresight comes into the potential date; if you go through the palace on November 2nd and reach the barrier, the trial will be held on November 3rd, which is also Culture Day, a national holiday in Japan, when trials wouldn't normally be held. This actually gets discussed by the party should this come up.

In the fourth and seventh Palaces, your characters can be afflicted with the Rattled status that turns them into mice, with each character's mouse form retaining their rebel mask and imitating their human form's idle pose as a way to tell them apart. Goro Akechi can't be in your team during either of these palaces, since he's a Guest-Star Party Member who's only playable in the sixth Palace, but he still has a fully functional mouse model (complete with mask and pose) just like the other characters, just in case.

Although unlikely note the Sleep ailment wears off immediately if the target receives damage, you can actually catch Sleeping enemies in a Hold Up; however, you won't be able to Negotiate with them. After all, how can you talk with someone if they're asleep?

The party meets up at Leblanc to study for the finals on December, and during the conversation the question of Joker potentially wanting to get married one day is brought up. If he's dating a party member, said girl will react accordingly to his answer and her personality.

The final Palace features puzzles where you have to step on tiles in order to change their color so that they're all the same. Later versions of the puzzle make things more difficult by limiting the number of times you can change the color, as indicated by a special design on the tiles. You're intended to figure this out by making too many moves, but if you solve the first of these puzzles on the first try, Futaba tells you about it so you're not caught off guard for the later puzzles.

Morgana has unused navigator lines for Haru and Akechi, despite Futaba joining the party and taking over navigator duties before the two of them show up, just in case someone hacked them into the party early.

In the final event for the Hierophant confidant, Sojiro informs you that Futaba's uncle rescinded his report to social services, and Sojiro wonders if the man had a change of heart. The dialogue will change depending on whether or not this occured before or after October 26, since that's when Sojiro finds out that Joker and Futaba are members of the Phantom Thieves.

Devil Survivor: The second battle against Kudlak requires NPC Mari to deal the finishing blow, if the player wants her to become a recruitable member. If the player managed to do the right events and get Kaido to appear in the battle, too, his AI is programmed so that he will always leave Kudlak with 1 HP left. This makes it much easier for Mari to defeat Kudlak.

Devil Survivor 2: When fighting the Team Tokyo leaders on Day 7, Io Nitta will eventually boost the entire team and use their special power. If the player managed to defeat this character before this event plays, Io Nitta will get up and the event will occur regardless. This is done to prevent the player from accidentally losing out on a chance to unlock Lugh in the Demon Compendium.

In Phantasy Star III, if you buy as escapipe at the start of the game (which requires selling your starting gear) and use it when the king throws you in jail, it breaks the game's sequence, making it Unwinnable. If you talk to the king after this, he commends you on using the item, but tells you to reset.

In Lufia & The Fortress of Doom, at one point in the storyline, you learn that an unknown villain has stolen the key to the exit of the "Tower of Light", which you need to progress. It's possible to reach the Tower of Light as soon as you get the ship, long before the game requires you to and hence before the key is stolen. Should you reach the top of the Tower before the plot requires you to, the boss will not be present and the chest that the key is normally stored in will give you a Might Helm, the game's strongest headgear normally only obtainable as a Rare Random Drop.

The Tanbel Abandoned Mine serves as an introduction to Tia's Hook Shot ability. One section has her explain how to grab items from across crevices; it's possible to snag the key without approaching close enough to trigger the tutorial scene, which leads to Tia commenting on how Maxim already knew how her Hook Shot works. A later scene requires Tia to grab a box you passed by earlier in order to reach a higher ledge. If you threw the box away from its initial position, Tia will tell Maxim to look, the camera will zoom in on its original place... and Maxim will comment that nothing is there. The game even acknowledges whether it was Maxim or Tia who moved the box.

When you obtain the Legendary Sword from Soma Temple as a request from Parcelyte's president, you can choose to sell the sword. The obvious choice is Rochy since he pays the most, but there is unique dialogue for selling the sword in the Parcelyte guild shop or even in Tia's shop in Elcid.

The first time you encounter Gades you are not supposed to win. It is possible though with a bit of grinding and full-heal items from the local Casino. If you beat him, you get his sword that has an 8-hit special move and the cutscene after the battle starts with Gades defeating your party with a lightning bolt.

At one point, Guy uses his field move to destroy a missile in a cutscene. If you glance at the bottom screen, you can see his TP actually drop, like if you used the move in gameplay yourself.

In Super Mario RPG, once Mallow reaches level 6 he gains an ability called "Psychopath" that allows him to reveal the HP and a silly "quote" of any enemy he uses it on. If you begin grinding for experience the second Mallow joins you it is possible to get Psychopath far earlier than usual. Anticipating this, all the early bosses are programmed with Psychopath quotes. Even the enemies who appear before Mallow joins have Psychopath quotes, in case you find a way to hack him into the earlier levels.

Paper Mario: The Thousand-Year Door is a game where you generally won't be expected to do more than about 15 damage in one turn. However, with certain setups, you can manage to deal more than 200 damage (the HP of the Bonus Boss) in a turn. The creators realized this and, in the case of two bosses where plot important events occur in the middle of the fight (specifically, the first fight with Doopliss and the first form of the Shadow Queen), made it so that the bosses would heal a specific amount of HP if you manage to get their health to 0 before the event happens.

Knights of the Old Republic II: The Sith Lords has one part wherein you must have a female party member wear a Stripperiffic outfit to dance for a Hutt. If the PC is female, then you have to do it, but if the PC is male, the Handmaiden will do it. If you are visibly Dark Sided and female, the PC will brainwash the Hutt to let her do it anyway. It's also possible to have recruited Visas Marr by this point, so naturally, a curious player may think to try bringing her (since the game will dismiss Kreia). Visas will outright refuse. Additionally, if you've recruited Mira by doing the planet's main quest first, you can dare her into doing it.

During the late-game "Rescue the Queen" quest, you set out to rescue Loghain's daughter, Anora, from a fortified estate. As you escape, you're besieged by Loghain's lieutenant, Ser Cauthrien, and a large posse of knights at the front door to the estate. The situation is presented as a Hopeless Boss Fight, as your only apparent options are to either surrender (which sends you and your party to Fort Drakon, and requires another companion to help bust you out) or attempt to take on the massive number of enemies (which usually results in you being overwhelmed and knocked out). However, it is possible (though very, very difficult) to win this fight. Doing so nets you a powerful greatsword (the Summer Sword) early and skips the later confrontation with Cauthrien at the Landsmeet. Anora even gets a unique line later on where she mourns Ser Cauthrien, who she knew.

When you return to Ostagar, a site of a great (and lost) battle against the Darkspawn, you pursue the enemy warlock to a place where, in an early cutscene, an Ogre was slain by one of the heroes. Its corpse is still lying there, and the warlock animates it for you to fight as a very tough boss. Except that if you have a mage in your party, who specialises in Necromancy, you'll know that animated corpses are put to rest when the mage controlling them is killed. Hint: it works here. Kill the warlock, and the Ogre will crumble to dust.

If you're creating a character with the Dwarven Commoner origin story and try to remove the facial brand that signifies that your character is casteless, the game will ask you to reconsider having one for roleplaying purposes. You don't have to have one, but in the game's universe, you do.

Every single NPC that refer to you as a group, such as saying "what can I help you people with" or "I heard there were travelers on the road", have alternate lines if you have no party members with you. In these instances they instead refer to you as alone and sometimes even comment on your race. For example, after being warmly greeted by the dalish, a dalish player will then be asked why they are traveling without their clan.

The Redcliffe questline has a few different options for how you deal with the possessed Connor, some of which can become closed off depending on how you play. If you sided with the templars earlier the option to bring circle mages becomes closed off. If you killed Jowan he can't bring up the plan to confront the demon in the fade, but you can still get the idea from another mage in your party or bring it up yourself if you are a mage. If you somehow closed off all of the above options (sided with templars, drove off Morrigan, killed Wynne and Jowan, are not a mage yourself) confronting the demon will never be brought up and Teagan will point out that there simply are no other options but to kill Connor.

In Dragon Age II, one of Aveline's gifts is the Shield of the Knight Herself. You get different dialogue when you give it to her depending on what you did with her starting shield, which belonged to her husband right up until he died ten minutes in. If you put it in storage she'll complain about you passing it around, and if you sold it she'll mournfully comment about "utility over sentiment". If she for some reason still has the shield equipped - which by now should be outclassed by every other piece of equipment in the game - she'll note that she already has a shield and doesn't need a new one.

Very early in the game, when 5/6 of the playable characters are stuck in a town, Angela can be seen asleep in the inn if she is not the playable character. Since Angela is implied to be pretty much naked in bed, if you talk to her, she will get angry at you and call you a pervert. However, if the main character is Lise (as Carlie will not be in town if she is the main character), she won't be angry at her for waking her up.

The third party member is always recruited via jailbreak. However, if the third party member is Carlie, who joins in a predetermined location much earlier, then another character (one not chosen by the player) will take the third party member's place in the jail cell next door, with an extra scene where the character gets left behind when the heroes flee the town. If Duran is the character left behind in such a fashion, he'll even berate you for abandoning him when you meet him in the Molebear Highlands later on.

Nocturne: Rebirth has a Brave Clear system that gives a random rare item for beating the boss below a certain level. However, the developer made it so that the reward is determined long before fighting the boss, preventing players from Save Scumming their way to a better reward.

Normally, if you kill a councilor of a Great House outside of certain quests where it is required, you will offend the remaining councilors, making it impossible to be named Hortator of that House and breaking the most straightforward way to finish the main quest. However, House Telvanni practices Klingon Promotion, which means that if you are a member of the house, then kill all the other leaders, you will not be expelled; instead, the game gives you a journal entry in which you dryly note that as the last surviving councilor of House Telvanni, you have appointed yourself Telvanni Hortator.

The strait between Vvardenfell and Solstheim (the location of the Bloodmoon expansion) is completely mapped out. Therefore, if you were so inclined, instead of taking a boat, you could swim all the way to Solstheim. Why you would want to do that is a different question.

Martin will acknowledge whichever Daedric artifact you bring him during the Blood of the Daedra main quest... even the Oghma Infinium, a book awarded from a Daedric quest that isn't even unlocked until the aforementioned main mission begins. Even if you know where Hermaeus Mora's shrine is, you can't actually access said side mission until you've completed every other Daedric quest at the temples around Cyrodiil. That means that if you wanted to get this item, you'd have to wait until the late game (Level 20+ and up) to meet the level requirements on the Daedric quests, complete them all and finally do Mora's quest (which is also difficult). Doing all of this and giving the book to Martin nets a unique response where he pledges not to give into temptation before destroying the book.

Sheogorath has an impressive amount of alternate dialogue if you visit his shrine (to complete his Daedric quest) at any point after you've installed the Shivering Isles DLC. Depending on when you visit him, his responses range from confusion that you're talking to him (when you've already visited his palace in said region) to near-anger that you've purposely stepped out of the Isles to handle a trivial matter back in Cyrodiil. If you hold off on doing the Shrine quest until after you've completed the DLC, you'll be greeted by Haskill instead, who tells you that there's still a task left over that Sheogorath wanted his successor to finish.

In the Knights of the Nine DLC, the Prophet who sends you on your first mission ("Pilgrimage") has a number of different responses for what the player has done up to that point. This includes all of the side mission chains, as well as whether you've already completed the main quest or not. He will even acknowledge whether you performed a FaceHeel Turn and joined the Mystic Dawn during the main quest to infiltrate their shrine. Amusingly, if you attempt to interact with the Wayshrines during the Pilgrimage while wearing the Gray Fox's mask, the final reward from the Thieves' Guild questline, the gods themselves will chide you for wearing a "false face" instead of your true identity.

In Last Dream, if you enter the Absurdly Spacious Sewer under the starting town, people will make comments about the stench and/or filth until you clean up in the pond, at which point they start giving you their stock responses again.

Most Soul Voice lines in Xenoblade Chronicles X are completely standardized but fit together pretty well anyway. The exception is calls for support moves, where the responder has three different spoken lines depending on the move used - one for supporting the member who called out, one for targeting themselves, and a third for targeting a party member not part of the exchange.

In the PSP adaptation of Digimon Adventure, during the labyrinth sequence in the Episode "Centarumon, The Guardian!", if you manage to clear the first puzzle without falling (by walking on the wrong tiles) even once, the first time Koushirou/Izzy is able to establish contact with you he will give you a hint as usual, only to be surprised that you managed to clear it on your own.

Unlike many RPGs, your characters race and backstory actually has an impact on the plot and how other characters interact with you. For example, a Watcher from Old Valia can get angry with people badmouthing the region or display knowledge about it when its brought up in conversation.

The Modular Epilogue takes a staggeringly large amount of details into account; what people you helped, what quests you did, whether you kept promises to the gods, what you said in random conversations, and so on. Most notably, if you leave the main quest in the White March expansion unfinished, than the Eyeless swarm your keep and kill you.

During the climax, Thaos will try to give a Breaking Speech to your party. The game takes into account how youve handled them and their character arcs, and their responses to his speech change accordingly. For instance, Hiravias can either give a snappy comeback or be left a shaken mess depending on whether youve completed his quest or not.

Your stats, class, and reputation frequently have a big impact on the plot; a Cipher Watcher can bypass some battles and puzzles by simply reading minds, people will be actively afraid of you if youve picked up an evil reputation, having high Lore lets you figure out some plot twists early, and so on.

In Dokapon Kingdom, one of the random map events is that your character will be abducted by aliens. This causes them to disappear off the map until the start of their next turn, when they are returned with a change to their stats. If this happens to sync up with an end-of-week hairstyle contest (itself a very rare event), the game will comment that your character 'was not around'. This can lead to one person winning by default.

In MARDEK, at the very end of chapter 2, if you have Aqualung on note by having Emela cast it in Moric's battleship after defeating the final boss and not touching any Save Crystals and attempt to jump off the pier of Lake Qur, the game will give you a message: "Oh, there's no reason you need to go down there. Yes, I know you set up Aqualung all cleverly specifically for this, but I assure you, there are no temples worth exploring down there. Really."note You can only start exploring the Water Temple in Chapter 3.

Arcanum: Of Steamworks & Magick Obscura has custom dialogue and journal entries for characters with low Intelligence. However, characters with low Intelligence can't get some quests, and some potential party members won't join them. In at least one case, they won't ever join you if you talk to them with low Intelligence, so you would have to know in advance or Save Scum to bump the character's Intelligence before talking to them. However, if you do manage to recruit them like that and then let the Intelligence booster wear off, the character won't talk to you regularly, but for quest-mandated conversations, you'll have the usual custom dialogue.

Every quest and significant development in Arcanum are recorded in your journal. Low intelligence characters record their impressions in broken Hulk Speak. There are low intelligence journal entries for quests you can't undertake as a stupid character, just in case you boosted your intelligence with a potion specifically to access them.

Adding to this, theres a sidequest where you help a former slave find a job, which can be completed by getting him hired by that shop. If you do that, then kill the young version as described above, the slaves quest switches from Completed to Active; you erased that guys job from the timeline and have to do his quest all over again.

In the Monster Hunter series, players can use the BBQ Spit item to cook steaks while out in the field. But what happens if a player stands at the edge of a cliff and tries to deploy it in midair? The models for both the cooking fire and the stool the hunter sits on contain wooden scaffolding underneath. Normally this scaffolding clips into and is obscured by the ground if the BBQ Spit is deployed on a level surface, but it becomes visible if the item is used on rough terrain.

If you glitch yourself into the room to speak to Kamroh in Baten Kaitos Origins, he'll tell you that you shouldn't be able to do it in a fairly passive-aggressive way. This is particularly odd as other characters just give generic "no dialogue available" messages:

Kamroh: Is there a time when you can talk to me here? I feel like there isn't...

The first game came bundled with FRED (FReespace EDitor), the same development tool the designers used to create the main game's missions. They included a rather amusing response to one attempt at crashing the program. FRED has an autonaming feature: before the user gives a ship a unique name, it is given a generic name based on its class and how many ships have been placed already. It was discovered that attempting to trick FRED's autonamer by renaming a ship to the next ship name in line (for instance, naming a ship "Ulysses 2" and then placing a second Ulysses) would result in the new ship being autonamed "URA Moron 1". For those interested, renaming a ship the next ship in line and renaming a ship "URA Moron 1" results in the next ship being "URA Moron 2", and so on.

In the first mission of Freespace 2, if you don't jump out when the mission is complete, the ships you've been escorting will actually go through the docking procedure with the ship that you're told is coming in for them to dock with. You can watch several minutes of scripted sequence and dialog that pertains to absolutely nothing important.

When the second Sathanas juggernaut destroys the GVD Psamtik in the mission "Straight, No Chaser", the Sathanas will normally blow the Psamtik away in seconds. However, its beams aren't scripted, just flagged as allowed to fire at will. On the off-chance that they miss enough so that the Psamtik is not immediately obliterated (essentially requiring all but one beam in the first two volleys to miss), the ship's commander and allied command exchange increasingly panicked dialog as the damage starts to pile up. The commander even reports that their jump drive has been destroyed, so you won't wonder why the Psamtik doesn't just take advantage of its luck and retreat while still in one piece.

Similarly, at one point the first Sathanas attacks the GTD Phoenicia. Usually it just gets blown up in the first volley, but if it does survive, the captain basically says "Screw This, I'm Outta Here!" and jumps out. Mention of this is made in the debriefing.

The first time you encounter the Shivans, the weapons you're equipped with are not nearly powerful enough to do more than annoy the Shivan ships. The debriefing makes note that no Shivan ships have been destroyed at all, anywhere. If you do manage to administer a Death of a Thousand Cuts to the enemy and blow up one of their ships, the debriefing is altered so that Command congratulates you on proving the new enemy is not invincible.

Occurs very frequently throughout the series. There are numerous ships that can appear in multiple missions, but stop appearing if they are destroyed. Easy to miss since most of these are freighters and transports of no real importance. The most obvious example is the Actium and Lysander.

Fan-made expansions often do this too: Blue Planet has one mission where you lure a destroyer into a trap by disabling some lesser capital ships. The crews of these ships figure out what you're up to and try to warn the destroyer that it's a trap. Even if you destroy their Comm subsystem to prevent this, the ship's crew will manage to jury-rig an emergency transmitter to get the warning off anyway.

Also from Blue Planet, let's say you used cheats to win the Unwinnable by Design mission "Delenda Est". A Sathanas juggernaut called "Mr. Cuddles" will show up to kill you. If you manage to survive that, you get a special debriefing.

Don't think you can get away with screwing around with the social worker if she shows up to take your kids. Most sadistic players who played the first Sims usually boxed the kid or the worker in a room with no doors or the like in order to prevent the kid from being taken away. Trying to pull the same trick off in the sequel? EA gets the last laugh, since if the worker can't reach the kid after a certain amount of time, she will teleport the kid to her car!

Each expansion in The Sims 2 included big gameplay elements that would have to be accounted for in future expansions, leading to extra features that you would never see if you only had one or two installed.

In University, the college neighborhood has certain restrictions due to time passing differently and students being in their own separate age group with its own game mechanics, which all later expansions had to take into consideration. Students also have teenage voices, meaning the voice actors would have to record lines for all the things adults can do but teenagers cannot.

Nightlife introduced a new aspiration, (Pleasure), which would need to have wants and fears assigned to it in all later expansions.

Open For Business allows players to run their own business, meaning all community lot items in future expansions (such as food stands and pet shops) would need to work when controlled by the player.

Pets cheated a bit; cats and dogs aren't permitted at university, and they can't be taken on vacation. Still, though, they can interact with objects only included in previous and future expansions.

Free Time's hobby system assigns an appropriate hobby to almost EVERY SINGLE OBJECT IN ALL EXPANSIONS.

Don't think you can cheat in the DS version without consequence. Setting back your DS's clock will cause the concierge to accuse you of being a time-traveling witch and aliens will swarm the town. There is no consequence for setting your DS clock forward, other than causing bugs to occur more frequently.

Sims with an Outgoing personality sometimes pull out a hand mirror and primp as an Idle Action. If the player has Nightlife installed and the Outgoing Sim becomes a vampire, the Sim will look into the mirror, sneer at it, and hiss. (You know, because vampires don't show up in mirrors.)

Many games within the series have events based on your friendship with certain people. Some of the events involve characters who are in the pool of potential Love Interests; some of the events must be seen if you want to marry them, but some of them are optional. If you see these optional events after you've married them, the dialogue will often be slightly different — in addition to calling you by your nickname, they'll say somewhat different things.

In Harvest Moon DS, if your Ball item gets lost, Mayor Thomas will return it to you. Your ball can get lost if you so much as sneeze (though you can purposefully ship it or give it to people), but if you specifically throw your ball in the water? Thomas will appear angry and dripping wet, and chide you for being so irresponsible! If he wasn't a champion swimmer, your ball would be lost for good.

When you want to propose to someone, you need to use the Blue Feather, an item that you usually get only once per game. If you show it to an eligible partner, then they'll either agree to marry you or not. If you show it to the other townspeople, then you can get a unique response from EVERY other character in the game, ranging from congratulations on your upcoming engagement, to mistakenly thinking that you're trying to propose to them! This is taken even further in Island of Happiness. There are around 70 extra side villagers that can move to your island. Even though they don't have face graphics, and are all simple Palette Swaps of each other, they'll each have their own special response to the Blue Feather!

In Evil Genius, secret service agents usually infiltrate the rooms of your underground base via doors, and given enough time, they will hack any door. If they find something incriminating or vital, they'll try to blow it up or take pictures for evidence. If you try and block off incriminating evidence, agents that get close enough will start shooting whatever is in the way, leading to explosions and fires. If you're foolish enough to build a room then brick up the entrance, agents will find (read: make on the spot) secret entrances into the sealed-off portion of your base and carry on with their despicable do-gooding while you are helpless to stop them because the entrance is bricked up. This also works in reverse — locking up an agent into a bricked-up cell only leads to him using another secret passage to get out, and he could end up smack dab in the middle of your power plant. FFFFFFF----

Clever players have found a way around that by building what they call an Über-trap, coupled with a Freak Trigger. The former is a sophisticated room, full of wind blower traps, separate from the rest of your base that keeps agents from escaping. The whole thing can be made out of a freezer, in case they die (so their dead bodies don't increase your heat level). The Freak Trigger is a series of small rooms, where you put your Freaks, who lumber around. They're dumb enough to trigger every sensor they step on, and you can tie those sensors to traps in the Über-trap room. Thus, not only are agents unable to escape (the door is there, it's just locked and set to allow only your evil self in), but them being constantly thrown from one wind trap to another generates a ton of cash for you thanks to trap combos (you don't even need to steal on the map anymore). The reason to put sensors in a separate room is because agents tend to shoot at any sensor they find, but they usually ignore traps. As a bonus, the game has a cap on how many agents are allowed on the island at once. If you trap the max number in the Über-trap, you won't get any more agents arriving and messing up your plans.

In MechWarrior 2, several missions required you to navigate a sprawling city full of civilian buildings. The missions didn't require you to deviate much from the predisposed path, but many curious players did it anyway because all the buildings could be inspected to reveal what was inside (and destroyed with no consequences, if the urge struck you). That they were all believably labeled (offices, hospitals etc.) showed a fair amount of Thinking of Everything all by itself, but at some point — way away from the mission's objective — you'd find a building labeled "Oh, just a building" that, when inspected, showed "Don't shoot me!". If you blew that up, a nuclear explosion would happen that'd destroy the entire level and everything in it.

Normally, some characters are inaccessible during festivals. However, should the player manage to reach them (Through the use of mods) to talk with them, they still have dialogue. The Wizard will even call you out if you speak to him during the Flower Dance (during which he is inaccessible without mods), saying that you aren't supposed to be there.

Players are tasked to find Mayor Lewis's purple shorts. Some decide to put them on display instead - resulting in him getting angry at the player and giving them hush money in the form of tokens. There was another event added later on where the player can add the shorts into the Luau soup, causing the Governor to get sick.

If a player or an NPC try to enter the same area, eventually they will be able to walk through each other.

Youtube personality DangerouslyFunny is a goldmine of these, and either finds them himself or demonstrates them a lot. To wit, he:

Blood Money anticipated for "Til Death Do Us Part" that people might disguise themselves as a priest during a wedding. So naturally, there's a bonus cutscene where you can tie the knot for your target.

Running near the jogger in the suburban mission "A New Life" results in him saying, "Nice stride, friend, but you'll ruin your feet in those shoes!"

After completing a Child Liberation side mission in Assassin's Creed: Syndicate you're given a short cutscene. If there were any guards left alive after freeing the last group of children, the cutscene shows your Rooks beating them up while the kids run for safety. If you eliminated all the guards beforehand, it instead shows the Rooks calmly reassuring them and walking with them out of the factory.

Strategy

If you use an Action Replay to boost the experience gained in Disgaea DS, the game will adapt the characters leveled up in this fashion so that they need to more than double their total EXP gained just to go up one more level — essentially forcing you to keep using that cheat just to level up at the normal rate. Of course, by the time it figures it out (which varies from character to character), you could already have your characters' levels in the 4000s (usually, it figures it out by around 2300 or so).

The remakes of Disgaea 2 added several DLC characters. Depending on when you acquire these extra characters, there will be bonus dialogue depending on who is available. Some examples:

Acquiring Dark Éclair normally has her bond with Rozalin in the story scene afterwards, but if you have Overlord Priere by that time, Dark Éclair and Priere will have a conversation comparing notes.

Ash and Marona get alternate dialogue depending on whom was summoned first. If Marona was summoned first, she proves a bit grossed out by Ash, whom was forced to confine himself to a plunger. If Ash was summoned first, he proves wary of Marona, thinking her a duplicate due to her summoning materials being Taro's game and save data.

The games have sets of dialog for any character piloting any mech (except in cases where characters have their own specific, exclusive one), occasionally with some humorousresults.

Additionally, an early scenario in OG2 has the player, with only four units, being ambushed by three boss units. However, with persistence, a player can beat them, resulting in a Breaking the Fourth Wall moment and rewarding the player with various powerful items.

If players inputted the same cheat code from Super Robot Wars EX that lets players use the Neo Granzon right off the bat in Dark Prison, then some of the conversations and scenes will change. This does come with the consequence of not witnessing the Granzon's awesome transition into the Neo Granzon.

Super Robot Wars Z has many such instances. For example, The Big O is a ground unit which has melee attacks which do not work against aerial opponents, but if you attach a "Minovsky Drive" which allows it to fly and use these attacks, you see that they have specialized, completely unique animations for mid-air use. Another one is an Easter Egg special dialog that can be found if you reduce the penultimate boss' HP to exactly 1 point, where it goes on a rather lengthy rambling session. Lampshades the whole idea with the ground-only Iron Gear (WM)'s punch attack — if it's given some way to attack aerial foes, it won't use its boosters to jump up. Rather, it just kinda floats up, perfectly in key with its source.

Fanmade BattleTech translation Megamek allows some of the various vanishingly small opportunities in the native wargame to occur, including a Mutual Kill (which is difficult since rarely will two sides simultaneously and completely destroy one another). When it happens though, it is able to not only recognize the fact that both sides lost, but announce that the winner is "the Chicago Cubs!!!".

In Starcraft II, the Hydralisk and Roach are normally ranged attackers, but when attacking enemies in melee range, they use a different attack animation where they slash at the target with their claws. While it's largely cosmetic as the melee attack has exactly the same properties as the normal attack, it also ignores Point-Defense Drones, which only work against ranged attacks.

In the Wings of Liberty campaign, two missions have specific objectives that are not "destroy the enemy base". If you dodestroy the enemy base in these missions, you get a special announcement from Matt Horner that the enemy is in full retreat, and are given the victory immediately since it's now impossible for the enemy to stop you from achieving your goal. Later expansions actually give achievements for doing this sort of thing.

In the tutorial of the Heart of Swarm campaign Valerian Mengsk is testing the newly dezergified Kerrigan to see if she can still control the Zerg. Your objective is to trash the lab to teach him a lesson. If instead of zerglings you try to do so with [[Worker Unit|drones]], Valerian will express his confusion.

Fight next to a city and you'll be able to see it almost entirely on the battle map. Fight near the ocean with a fleet nearby, and you can see the ships on the edge of the map, in the background. Fight next to one of the Wonders and you'll see it in the distance. Fight a battle in Sicily, and you'll see Mt. Etna spewing smoke on the horizon. Rome is the first game in the series that introduces the concept of buildings catching fire and collapsing into piles of rubble if they're heavily damaged by siege weapons.

One shared with Medieval II: Total War as well - Nearly anything your Generals do can earn them a new trait or ancillary. Have a general visit or become governor to a town an Arena? He may become a fan of the games. Leave a General between cities at the end of a turn? He might gain a trait regarding logistics. Have a General regularly fight armies of a particular faction? He may earn a trait that has him hate that particular faction and get a bonus commanding against them. Hire mercenaries often? He may get a mercenary captain in the retinue. Govern a city with a temple? He may get a priest of that temple in his retinue. This even applies to agents and naval captains.

Before most battles, the commander of the army will give a speech. If the army is commanded by a captain (no general is present in the army) the speech will be very short, along the lines of "let's kill them, men", while an actual general will treat the player to a longer speech. The content of the speech will depend on a large variety of things, including: the faction you're playing, the faction you're facing, which side has the numerical advantage, if the general has fought, won or lost against the faction before and how large a portion of the total military strength of both factions is present. Even some traits the generals may have will affect the speech, in addition to the effects they have on the general's stats, so a Boring Speaker will stutter a lot and be uninspiring in general, while a Great Speaker's speech makes even the player excited. The most experienced generals will even analyze the composition of the forces present, such as which side has more missiles, cavalry, etc., and give the player advice on how he should approach the battle. Becomes Fridge Brilliance when the player's army is on defense and the general says something on the lines of "the enemy will make the first move, I think"; the attacking army is supposed to make the first move, but the buggy AI will occasionally fail to do so, which the in-game characters seem to acknowledge.

Pikmin: The series has a hard limit of 100 maximum Pikmin in the field. Someone will make note of common ways the limit is kept if they occur, such as grown Pikmin being stored away when there are already 100 on the field. However, there are also times when a Pikmin is automatically placed into the field, usually when an Onion releases the first seed of a type of Pikmin after discovering or extincting it, and the game will forcefully put the farthest Pikmin from that location back in its Onion if needed. Additionally, when entering a cave in the second game, Pikmin that aren't buried or with the leaders are put back in their Onions. In a few caves, it is possible to obtain more Pikmin, and those extra Pikmin will be automatically put away if they exceed the limit due to buried Pikmin on the surface.

In Pikmin 2, the Submerged Castle can only be reached by Blue Pikmin, as the entrance to that dungeon is underwater. The main boss in that dungeon needs Purple Pikmin to be defeated. But if you try to hack the game and allow Purple Pikmin to access water, the game will flat-out tell you that only Blue Pikmin can enter the dungeon.

In Pikmin 3, due to the more story-driven areas, there are invisible walls set up to prevent Sequence Breaking in a lot of places, though some can be avoided. Notably, one is placed on top of the blue Onion to prevent unlocking Blue Pikmin early by going out of bounds and reaching a part of the area normally inaccessible until a plot-based event late in the game.

The first mission of Advance Wars 2: Black Hole Rising is meant to be impossible to lose, as you have such superior firepower there's no way the enemy can take you down. However with meticulous planning it actually is possible to completely run out of fuel and render the match Unwinnable by Insanity. The devs anticipated this, and pulling it off gets you soundly told off by Nell:

Nell: Andy! What in the world? Your units are out of fuel!!!

Andy: I, um...I though I saw something, and...

Nell: Don't lie to me, young man! You were playing around, wasting time and fuel! I am VERY disappointed! Open up the Map menu and select Options, please! Now choose Yield, and we can try this over from the beginning.

Andy: OK... I won't mess up again.

Survival Horror

In FEAR 2, you start the game in a parking lot. If you shoot at a nearby car for the heck of it, your squadmate tells you to stop ("hey, it's not your car!"). A short while later, you meet with your superior, who asks why you're late; your squadmate says "Becket was busy vandalizing shit". He has different responses if you jump in the fountain ("Becket decided to take a bath in the fountain") or just take a long time doing nothing ("Becket was busy admiring the scenery").

The final stalker in his second form in Haunting Ground can't be hidden from under normal circumstances. If you possess a special item that makes you invisible, however, and manage to tuck yourself away in the one corner out of his line of sight long enough to give yourself time for that invisibility to activate, he will still have unique lines recorded suggesting you're hiding from him.

In the Old Clockworks area in Luigi's Mansion: Dark Moon, one room features a key guarded by two Slammers...only both of them are too distracted to notice Luigi. Most players would just capture the two ghosts and then grab the key, but if you instead opt to sneak past them, grab the key, and then leave without them noticing, they'll suddenly realize the key is gone and start looking around for it.

If you enter the final boss battle in either Silent Hill or Silent Hill 2 without any ammunition for your ranged weapons (which are necessary to defeat the final bosses in question), or run out during the battle, the boss will start to take damage of its own accord until it dies, allowing the game to be won.

In Subnautica, repairing the radio in your escape pod or building one in your base lets you contact a nearby spaceship for help, only for them to be destroyed the same way the Aurora was, thereby leading you into the game's main plot. However, if you put off repairing/rebuilding the radio until after curing the plague and disabling the Quarantine Enforcement Platform, the Sunbeam instead reports that they can't get through the orbital debris from the Aurora's destruction.

As Boundary Break discovered by hacking the camera to move it freely, Mr. X in the remake of Resident Evil 2 is always somewhere in the station hunting you. Even when he's nowhere near you he still makes all the proper movements, opens doors to examine rooms, swats zombies out of his way, and even reacts appropriately when he hears a gunshot.

The first non-prologue area involves the investigation of a warehouse area. One of the private cleaners of the site insists on letting you in and showing you to the main storage area, at which point he and several of his underlings ambush you and the real violence begins. Unless, of course, you already know what's going to happen. You can simply kill him upon your first encounter.

Max: [monologuing] The perp's disguise didn't fool me. He was leading me into a trap.

Any stage that allows you to roam around in one way or another supplies you with many little sweets, some dialogue, and some actual animations:

In Payne's or Corcoran's apartment complexes during their respective shootouts, if you knock or try to open any other apartment doors that you aren't supposed to, people inside will call out to you things along the lines of "Get lost!", "The cops are on their way!", and "Ooooh, ooooh yeah!", thus averting the mistake other games usually commit.

There are several areas you will probably never have to go during the game, such as the traffic control centre and the recreation room in Max's precinct. In the former, you can listen to the officer in charge giving directions and confirming orders, but in the latter, you see two cops watching TV. If you get between them and the TV, they will shout at you to get out of the way and try to lean around you. If you actually turn off the TV, they will call you an asshole and turn it on again with a remote. If you try to fiddle with the air conditioner that has a large white paper with "DO NOT TOUCH" on it, it'll break and they'll call you out on it for that as well, complaining about Indian summers.

John (and subsequently Jack) has multiple unique battle taunts for each of the twenty (and completely optional) bounty targets. Jack also has a full set of dialog recorded for each Stranger mission if you wait until the endgame to complete them. The one exception to this is I Know You. If you somehow manage to not do this mission before John dies, it won't count against getting a 100% Completion achievement/trophy.

All three games use an anachronistic Molotov Cocktail as a weapon, thanks to Rule of Cool. However, since the 1930s incidents that gave them their names haven't happened yet, they're simply "Fire Bottles".

Revolvers and repeating rifles are not treated as semi-automatic in the controls. You need to press the shoot button again after each shot to pull the hammer back into firing position. You can fan the hammer of a revolver to shoot rapidly. Guns deteriorate with use, and this deterioration is accelerated by exposure to mud and water; you need to go to a gunsmith to have them cleaned or use gun oil. According to Rockstar, some gun realism had to be dialed back to keep the game fun.

Horses behave like living horses. They defecate, get spooked by snakes and their testicles shrivel in the cold. Yes, really. Also if you spook a horse by walking up behind it (which is not a good idea in real life), it can kick you and send you on your arse.

Animals you have killed will begin to rot, and NPCs will comment that you smell terrible if you carry them around. If you use a high-calibre rifle on small game then the corpse will be near-worthless to a butcher or trapper because frankly, the shot obliterated the body.

Morgan needs to regularly eat and sleep or he will eventually become fatigued, leading to adverse stamina gain, changed posture and dizziness. He also needs to regularly bathe, as mud and blood that splashes on him will dry and cause people to avoid him (and lawmen may also react badly if he is heavily coated in the latter). Injuries are realistically depicted: if a wolf mauls him then his forearms will be covered in gashes and bit marks, and if he is shot then bloody bullet holes will appear on his clothes. Morgan can gain or lose weight according to how much he eats, with corresponding effects on performance (for example if he is overweight then he will gain stamina more slowly but gain a little more resistance to gunshot wounds). His hair and beard grow continually and have to be cut and shaved. Finally, Morgan's stamina changes depending on what he is wearing and the weather; wearing a heavy sheepskin jacket in the hot, swampy Louisiana-esque Lemoyne territory or only light clothing on a cold mountaintop will adversely affect stamina gain.

NPCs are highly dynamic. You can greet, antagonise and apologise to the same person in a single conversation. As mentioned above, Morgan's appearance will affect how people react to him; being covered in dried gore will cause most people to avoid him altogether. NPCs will also react differently if Morgan tries to have a conversation with them with a gun drawn. NPCs have loved ones and friends and killing someone might cause them to come after you later. Lawmen will not try to kill Morgan for petty crimes, in some cases merely giving him a stern telling off and an order to leave town for a while.

Max Payne 3, above, was also developed by Rockstar, and uses a similar gun system; Morgan will sometimes carry a handgun in his right hand and a long gun in his left.

Several missions have dialogue change according to your honor rank, or things you have done. As an example, in a mission from the epilogue Sadie will describe several things about New Austin, and your character's response to each will differ depending on whether you've already visited the places or people she mentions. She'll even be impressed if you've seen all of them. Other missions will have characters have special reactions to things you wouldn't expect, such as in one (pretty hectic and fast paced) mission where Charles will remark "Thanks, you saved me the trouble" if you happen to kill the one guy he's scripted to kill before he gets the chance to - you need to be pretty fast to do so, and he likely won't be the one you're targeting.

Spec Ops: The Line has unique voice lines when you use squad commands, depending on where the enemies are. Order a flashbang on a bunch of enemies hiding in a bus, and Walker will say "Empty that bus!" In a shootout in a museum with a T-Rex skeleton, he'll say "Take out that guy by the T-Rex!". Adams and Lugo will also shout out enemy locations in the same way.

Chapter 3 of Kid Icarus: Uprising revolves around Pit fighting a three-headed dragon and chasing its disembodied heads. The order you take out its heads determines which "role" each of the heads will play in the land portion of the chapter, and each head has unique dialogue for each "role".

While playing as Starscream, the player can find a crown and have him wear it for the rest of the level as an Easter Egg. During a cutscene towards the end of the level, Starscream gets thrown into a wall and knocked out by Grimlock before player control switches to Grimlock; if Starscream is still wearing the crown at this point, it gets knocked off by Grimlock's throw and accidentally crushed when Grimlock walks past.

Shortly after Grimlock gets loose, the various Decepticon guards will attack you... but the unarmed scientists and workers actually working at the facility will run away, duck for cover, or simply freeze up out of fear. Some of the guards will also choose to flee instead of fighting, as they know how much more dangerous you are.

Early in the game Optimus passes by Grimlock's quarters, where Warpath was just searching for him. If you go inside (which you have no reason to do and wouldn't probably think of, given there's an attack going on) and look at the morbid stuff he has in there (weapon racks, a locker filled with heads, etc.), than Optimus will make some weary comments about Grimlock's violent nature. You can also turn on the TV in the room and sit down to watch it; doing so gets you a nasty comment from Ironhide over your radio chewing you out for not getting to the battlefield when you're needed.

When Megatron confronts Starscream, a button prompt tells the player to press the fire button to "shut Starscream up". If you hold off on firing instead, a surprised Starscream proceeds to go into a lengthy rant about how he's the better leader of the Decepticons while waiting for you to shoot him. Similarly, if you linger a bit instead of walking away immediately after beating Kickback, he'll make fun of you for sticking around.

When you confront Shockwave as Grimlock, if you listen in on Shockwave and Megatron's conversation instead of attacking right away like the game expects, the two continue their fully scripted conversation and exchange some private information the player won't otherwise hear because the two think they're alone.

In the Ancho-V Games stage, ther are platforms with propellers on them; shooting the propellers will move those platforms and ink will rebound off of the propellers in the process. The damage that the propelled ink causes is negligible, but canfinish off an enemy who is really, really low on health. The game will then declare that you've been "splatted by ink from a propeller!" (Or "Splatted by propeller ink!" in Splatoon 2.)

In Splatoon 2, if you try to enter Octo Canyon as an Octoling upon completing the Octo Expansion campaign, you will automatically change into an Inkling upon arrival (since Agent 4 is supposed to be an Inkling). You change back to an Octoling when you return to Inkopolis Square.

Turn-Based Strategy

XCOM 2 has a rare example of light discipline: in murkier maps, your soldiers will keep the flashlights on their weapons off while concealed. When revealed, they turn them on.

Visual Novels

In Virtue's Last Reward, in order to unlock the door in an escape section, you need to get a key from within a safe, by unlocking said safe with a password. All your passwords you find are stored in the file screen, and after you've completed an escape section, you can replay it by selecting it on the flow chart. If you replay one of them, you'll be able to automatically open the safe by entering the password, thus bypassing the puzzles. If you do so, then there'll be unique conversations when you go to leave the room, particularly if there is something within the room and it's puzzles relating to the plot. The same thing obviously happens if you happen to guess the password and input it without having found it. One particular example is in the lounge, where doing this will result in Phi stopping you from going through the door, and shouting a quick lecture on lunar eclipses at you, much to the confusion of protagonist Sigma.

The player can type a number of answers for different choices, including the nonsensical. For example, after finding Mira dead in one timeline Eric asks Q who killed her. Among the options are Q, Eric and... Gab.

If the player knows Zero's identity, there are a few places where extra dialogue can be found. When typing in who killed Junpei, putting in Delta causes the game to say "HE IS NOT HERE". Typing it in during the Mexican Standoff leads to an Easter Egg ending where Q turns around and apologizes before shooting him, leading to surprised reactions from Eric and Mira.

Throughout the game you can see who's dead in the pause menu. If you check during the ending D-END 2 you'll see that Phi and Q are marked as DEAD throughout... until Diana and Sigma's children are born and their status is changed to ALIVE. Time travel is involved.

There are often multiple ways that answers can be typed in when prompted. For example, to progress when Eric is demanding to know who killed Mira you can type in "NO IDEA", "I DONT KNOW" or simply not answer, all of which are valid. Not only that, but during the Force Quit: D scenes the player can type in either "BLUE BIRD" or "MUSIC BOX" for the second item.

If the player solves a puzzle through guess work, because they're replaying an already completed room, or solves it before acquiring all information the game expects you need to know, the the characters will say something about how they accidentally stumbled onto the answer, or how the answer just popped into their head. They also often say something akin to "I feel like we skipped a few steps...", or muse over how it feels like the answer was something they just somehow knew, particularly tying it into most of the characters having a connection to the morphogenetic field.

Ghost Trick offers several branching areas where you're allowed to travel over the phone lines to check out areas that aren't even crucial to your immediate task, but if you choose to, you're often given information that will come into play soon thereafter. An early example involves Emma and her daughter Amelie, Lynne's neighbors who seem only tangentially related to the story. Later on, Amelie is kidnapped by the foreigners and held hostage as ransom against the justice minister... or so they claim. If you've been checking in on them during the night, and if you travel to see them during the ransom phone call in question, you see that it's all a bluff using a recorded message spliced together from the arguments Amelie has been having with Emma during the evening.

For a series that often gets accused of the opposite, Ace Attorney actually offers quite a bit of this, particularly in the latter games.

The first case of the first game requires no pressing to finish, and the aspect of pressing is only brought up during the second case. However the "Press" option is still present in the controls and pressing it will have Phoenix questioning the witnesses as per normal.

For example, in Spirit of Justice, during the divination seance of Inga's final memories. You have a testimony from a witness, that was previously used to prove that the person the victim was talking to on the phone was in the bazaar, from the sounds that can be heard over the phone corresponding to events the witness claimed occurred in the bazaar. You then have to use that same testimony to point out that the assumed time the memories are occurring is wrong, as the witness claims the events occurred at around 2PM, while the TOD is put as 3PM. To do this the player must pinpoint a specific spot in the memories that correspond to the events from the testimony, the two main ones being the supposed "gunshot" and the laughter heard over the phone. If the player attempts to use the laughter they will get unique dialogue where it's pointed out that laughter is a common occurrence in a place like a bazaar. They also will not occur the usual penalty, due to being on the right track with their logic, before being returned to the seance.

And a minor example from the third game: In the section where you play as Edgeworth and talk to Iris for the first time, you'd typically ask the questions in order as laid out for you. Doing so triggers a Psyche-Lock, cluing Edgeworth in that Iris is hiding something. The next dialogue option has him directly ask Iris if she's the murderer, and Edgeworth figures out she's telling the truth because the psyche-locks are absent. However, if you ask her about being the murderer FIRST (without finding out about the psyche-locks) Edgeworth's internal monologue reveals he, rightfully at the time, has no way to actually know if she's lying or not.

XBlaze is set as a prequel to the rest of BlazBlue franchise, with X Blaze Lost: Memories showing two major characters at a very young age. The central one of the two contracts amnesia at the start of the story, allowing you to input a name for her. Try to input the name she is better known as, 'Nine', and the game will tell you 'The time has not come for that yet...'. It also vetoes names like Konoe, Phantom and various members of Nine's family.

Wide-Open Sandbox

In Goat Simulator, you get an achievement for crashing the game, after you reload it of course.

English class requires you to play a mini-game where you must unscramble letters to form as many words as you can. One level includes the letters F, G, H, I, S, T. If you spell 'shit' using those four letters, it doesn't count, and the teacher just gives an amused response. The PAL version updated English class so players get the same "funny but it doesn't count" response for 'git.'

When protagonist Jimmy Hopkins dresses up as the Mascot, he can't interact with people normally, which includes kissing girls. However, if he goes into a couple specific cutscenes in which he gets kissed in the mascot outfit, the girls kiss the mascot headpiece on its' nose.

In the first game, there's one final temptation for a heroic Cole to cross the Moral Event Horizon by detonating the ray sphere again. If you do this and you've garnered a good reputation, the civilians that attack you on the street will scream about how Cole betrayed them instead of the generic comments about his monstrosity, and the heroic posters you would have chosen to be plastered up will have all been crossed out, marked up, or had stickers with broken hearts put on them. It also works the other way around. If you chose not to despite having Evil Karma the people will start to question you and your Evil Posters will have a question mark over them.

Cole suffers from justified Super Drowning Skills because water causes him to short out. Even tiny puddles cause enough of a surge to One-Hit Kill most enemies up to and including minibosses, which can be used in certain situations to completely bypass tricky fights.

Saints Row: The Third has vehicle customization options for all of the ground vehicles...including the ones that are supposedly not able to be customized. (You can only customize vehicles which "can't" be customized through exploiting a glitch.)

Non-video game examples:

Anime and Manga

A filler episode in the Davy Back Fight arc of One Piece has the Straw Hats playing Pirate Dodgeball against the Foxy Pirates. Pirate Dodgeball also has a massive rulebook with Obvious Rule Patches for seemingly everything (including accidentally swallowing the ball.)

Film

The Game is basically a big Batman Gambit designed to get Nicholas to break into the CRS building, shoot his brother, and jump to his death out of remorse only to land in an airbag in the middle of his surprise birthday party. It turns out they planned for if he didn't perform that last action.

Jim: You know, thank God you jumped, because if you didn't, I was supposed to throw you off.

[The ship's captain's] questing finger moved slowly down the page, and stopped. Good old International Codes. They'd been devised eighty years before, but the men in those days had really thought hard about the kind of perils that might possibly encountered on the deep. He picked up his pen and wrote down: 'XXXV QVVX'. Translated, it meant: 'Have found Lost Continent of Atlantis. High Priest has just won quoits contest.'

In Harry Potter, there exists an official rulebook filled with a list of hundreds of actions players are not allowed to take in a game of Quidditch, up to and including unauthorized use of badgers. The body in charge of this book prevents the public from seeing it to prevent players from getting any ideas.

Similarly, the insults the Marauder's Map levels at Professor Snape in Prisoner Of Azkaban were not a generic response to unauthorized access. Those were personalized insults specifically placed in case Snape ever tried to access the map.

Live-Action TV

Journey to the Center of Hawkthorne from the Community episode "Digital Estate Planning" features a few examples:

The player's avatar is based on a picture the game takes of the player. The AI can recognize when the player is the boss' illegitimate son who's not supposed to be playing. It also turns out that they prepared for if he wins the game and he's forced to sign a document denying any relation to the boss before he can claim the prize.

The AI can recognize when the players are working together instead of competing with each other. The latter is how the game is supposed to be played.

However, the fact that the game is supposed to be played competitively leads to an aversion. It's discovered after Britta and Pierce have a heart-to-heart and she strikes and kills him.

Britta: I guess there's no "hug" button.

The developers apparently prepared for the chance that a player would accidentally kill a shopkeeper...and decide to kill the rest of his family, loot his shop, and burn it down to cover all that up.

Since the point of the game is to get to the ending as quickly as possible, it's interesting that the developers allowed for the possibility of romancing an NPC to the point of starting a family and getting their kids to mine materials for the game's crafting system. And that can be done to the point of creating robots, attack helicopters, and atomic bombs.

The Big Bang Theory: Sheldon doesn't drive, preferring to let other chauffeur him around. When the others demand he get a drivers license, they set up an elaborate simulator to practice for his actual drivers test. Howard used resources from a vehicle simulator he developed for the military to provide the closest real-world analog. Despite Sheldon's experience with video games, he cannot drive safely at all. Amusingly, the program is far more accurate than it needed to be, allowing Sheldon to drive through a local mall...

Leonard: How did you manage to get on the second floor of the Glendale Galleria? Sheldon: I don't know, I was on the Pasadena Freeway, missed my exit, flew off the overpass and one thing led to another. (you can hear screeching tires followed by a crash, along with a number of animal noises)Leonard: Aw, the pet store. Sheldon: Remind me to compliment Wolowitz on the software, it's amazingly detailed.

Season 20 of Big Brother US had a "Punishment" called Hamazon - which required the houseguest in question to eat every section of food that was "delivered", which of course was ham. However, Faysal (a muslim) chose that punishment, so in place of ham, he was given a vegetarian substitute.

Monster House had an episode where two teams of past contestants competed to fix up a frat house. To mark which one was winning, host Steve Watson posted a flag bearing that team's color, red or blue. At one point, the two teams decided to join forces and try to complete the build together. Even though this wasn't offered as an option, Steve brought a purple flag for the occasion.

Pinball

On the vast majority of Pinball machines, if nothing seems to have happened on the playfield for a while and no flipper has been touched, the game reasons that the ball is stuck and starts randomly firing off all of the kickers and features on the table to attempt to unstick it. Some games also have quotes or special displays at this point (Fun House, for example, would say "Where did you go now?")

The pinball game Indiana Jones: The Pinball Adventure features a sinkhole chute that is guarded by three targets. Normally the sinkhole is accessable only when the targets are struck and dropped out of play, revealing access. Because pinball games are physical, it is possible to slip by without striking the targets. The character Short Round will cry out, "you cheat, Dr. Jones!" and awards bonus points. There is also a bonus section where you are supposed to hit various targets to fight against a swordsman displayed on the screen. However, if you remember that the ball launcher is designed like a gun trigger, you can indeed follow in Dr. Jones' footsteps and just shoot him.note Though you get far less points for doing this.

The same could be done on The Shadow pinball machine, where you could make a pinball shot to defeat attacking Mongols, or just shoot them. This added a tactical dimension, as shooting the Mongol awarded far fewer points, but certain features were not accessible during the Mongol Attack, meaning that skipping it could avoid you being frozen out of the feature you actually wanted.

Williams Pinball machines were famous for their ability to detect when a physical part of the machine had failed and compensate for it by modifying the rules of the game. So if a sensor hadn't triggered for a while, the game would substitute another sensor along the same rail or shot. This was an incredibly useful feature for arcade owners, and the source of some annoyance that machines from other manufacturers didn't do this (this wasn't their fault, though - Williams patented it.)

Rudy's mouth is normally only a valid shot when it is either shut or locked open as he sleeps, but incidentally shooting the ball into his mouth while he's speaking causes him to swallow it and spit it out, scoring a "Rudy Gulp" bonus. In the similar table Red & Ted's Road Show, which featured two talking heads named Red and Ted, shooting the ball into Red's mouth while she's speaking will make her spit it out, asking Ted why he likes the taste of pinballs.

Additionally, the table's standard multiball mode requires locking two balls, then shooting a ball into Rudy's mouth while he's asleep. However, there's also a "Quick Multiball" award that, when activated with both balls locked, will start the standard multiball mode without having to shoot the ball into Rudy's mouth. If the multiball round starts via Quick Multiball, each hit to Rudy's mouth awards a million points—this in addition to the normal multi-million-point trap door shot. (This table averts Loophole Abuse, however. If both multiball modes are active, but two balls drain before a trap door shot is made, the bonus for hitting Rudy's mouth doesn't apply for the second-chance multiball.)

Rudy: What was THAT?!

In White Water, if the player shoots the ball weakly around the orbit, causing it to roll backwards through the No Way Out lock mechanism and back onto the lower playfield, Willie shouts "You found the secret passage!" and a bonus is awarded.

Scared Stiff has a similar shot which, if made, automatically progresses the player through one of the Tales of Horror.

On Star Trek: The Next Generation, if you drained a ball or timed out during a Mission Mode without scoring points, you would get a minimum point bonus while hearing Data say, "Had you propelled the ball along the proper trajectory, you would have been rewarded."

If you hit the flipper buttons while Data speaks, an annoyed Picard will cut him off.

If the ball falls into the Highwire lock from a weak ramp shot without being lit, you are awarded a "Sneaky Lock" bonus (with an animation of a pinball tip-toeing across the display), and that ball is locked.

When the ball is stuck to the magnet on the Ringmaster's hat, he will then swing his head around and drop the ball. This means the ball will take a random path back down. Since some of these paths will drain your ball, the ball saver will briefly activate after the Ringmaster lets go of the ball in case it happens.

And in a case of Bread, Eggs, Breaded Eggs, it is possible for the ball, upon being let go by the Ringmaster, to fall into the Highwire lock. This will also award the "Sneaky Lock" bonus and will allow you to bypass having to hit the nearby targets to activate further locks.

Theater Of Magic has a hole under the trunk to lock balls in the center of a loop. Normally, diverters to the holes are down until lock is lit, but it's still possible to shoot the loop lightly so that the ball stops mid-loop and falls in the hole. Doing this will trigger a special animation where a magician falls down the stairs into the Haunted Basement: "Oooohhh Noooooo! Ow oof aak oof ack! This ball is full of wonders!" and allow you to lock balls without spelling "Magic". In a double case of developers' foresight, doing this a second time in the same game will only award some points.

A Death Save is a pinball maneuver where, after the ball falls down an outlane, the player whacks the machine in order to bounce the ball back into play from below the flippers. Most Data East tables detect this move and give points for it.

A highly frowned-upon technique in pinball is called a "Bang Back," where a player strikes the machine's front or underside to force a ball back into play as it's going down the drain. Allegedly, some early pinball companies would discourage this by placing downward-facing nails or spikes on the underside of the cabinet under the drain to injure anyone trying to cheat this way.

The "Three-Switch Rule," a standard on pinball machines from post-World War II and onward, will let you keep playing without penalty if the ball has tripped 3 or fewer switches before you lose it.note Switches are small electronic devices that detect where the ball has been and is the main way a pinball machine keeps track of the ball's location. Machines released from The '90s and onward have started creating exceptions to these rules if the testers have discovered ways to gain free points, modes, or even multiballs by exploiting this rule. Companies like Stern and Jersey Jack Pinball encourage their testers to look for them so they can create these exceptions.

Operating Systems

The Windows CE emulator in Virtual PC was clearly programmed by someone who understands bored techie tendencies. Attempting to set up a recursive emulation results in an error with the text "You just had to try, didn't you?" This may be considered erroneous behavior, since it means the emulator doesn't perfectly recreate the environment, but on the other hand, dicking around with recursion is pretty erroneous to begin with.

The Unix cal command prints calendars. If you type cal 9 1752 you get the calendar for September 1752. The 14th follows the 2nd because England converted from the Julian to the Gregorian calendar at that time.

Sports

In Chessboxing there are rules for how to handle a match runs out of times before either fighter wins. As in boxing, the fighter ahead on points in the boxing match wins. This trope comes in, however, in a situation that The Other Wiki says has never happened: if the points in the boxing match are tied and the chess match ends in a draw, the person playing black wins.

In many sports there are (sometimes extremely detailed) rules for what happens when a player is injured, feigns injury, bleeds or is otherwise incapacitated. The fact that these rules exist might get you thinking about the game. Particularly detailed rules exist in Rugby and American Football, but the rules on bleeding soccer players are also a bit too detailed for comfort.

Hockey has some extremely detailed rules about extraordinarily unlikely scenarios, most of which have never come to pass, (and an unusual number of them surround goalies). Most hockey fans - even dedicated ones - are unaware these rules even exist. For instance:

Goalies are not allowed to play the puck anywhere past centre ice (to prevent goalies from joining the rush as an extra attacker).

If a goalie is pulled for an extra attacker during overtime and the goalie's team loses, that team forfeits the "loser point" in the standings they would otherwise have earned for making it to overtime (the only exception to this is if the goalie was pulled due to a delayed penalty call against the other team). This was apparently put into play to discourage teams from going offence-heavy in overtime to take advantage of the smaller number of players on the ice. What truly pushes this into "bizarre" territory is that any team that pulls its goalie in overtime also triggers a second obscure rule that states that the goalie cannot then return to the ice, even if one of the active players swaps out, until the next stoppage in play (a goalie returning to the ice from the bench on the fly is an extremely rare play on its own, nevermind doing so in the further unlikely event that a team in overtime has pulled said goalie).

In the event that a goalie gets injured, each team keeps a backup goalie dressed so that they can swap in. But what happens if that goalie *also* gets injured? The league has detailed rules on who gets to sub in, including exactly how long an emergency "third goalie" has to warm up (two minutes if they aren't already dressed, no time if they are dressed or if they are being asked to defend a penalty shot).

While players get injured or tossed out of the game all the time, what happens if the refs are incapacitated or otherwise unable to do their jobs? Given that refs aren't typically involved in the rough parts of the game, this is a pretty unlikely event, but the league has a list of steps to take if the refs are unavailable. First the league tries to find replacements, and if that fails the teams are asked to agree on a neutral third party to ref. If *that* doesn't work either, then each team must put forward one player to act as referee (meaning, yes, the players may actually be asked to ref their own team). Surprisingly, this particular rule actually DID come into effect once in the NHL (during a game in 1983 between the New Jersey Devils and the Hartford Whalers, the refs and linesmen were delayed by weather and didn't make it in time for the first period).

In the Old World of Darkness, a rulebook gave the stats for using a chainsaw as a weapon. Not so unusual, except it also included the moral and psychological repercussions of using a chainsaw on another flesh-and-blood person.

In 2010, White Wolf released an April Fool's pamphlet of "optional game hacks", including rules for riding animals into battle. Not traditional mounted animals like horses, but animals that could also attack, like grizzly bears, pterodactyls, and unicorns. As with the chainsaw above, it also included stats for using a double-ended dildo as a weapon.

In the previous incarnation of Vampire: The Masquerade, some Disciplines (like Dominate) were notoriously prone to failure or easy to ignore. To hammer home that the Spiritual SuccessorVampire: The Requiem is more ruthless and harder to cheese, the developers state that the need for eye contact is symbolic rather than literal, and if a character were to try to ignore this rule by wearing sunglasses, said Ventrue player is free to laugh at the n00b's incompetence.

V20 backports these rules to Vampire: The Masquerade, and further notes that even removing your eyes doesn't render you immune to eye contact — it just makes it much easier to avoid it.

The dev team was kind enough to supply the likely effects massive pressure differences would have on vampires. In space.

The 'Armory' books list (among numerous other Improvised Weapons), the effects when using a belt sander or post-hole digger as weapons.

The number of unusual and obviously dangerous substances that the Dungeons & Dragons writers stat out the effects of touching, eating, drinking, or doing something borderline suicidal with approaches the infinite.

Are you trying to melt a metal door? Theres a table of melting points in the book.

There are rules for scoring drugs, including additional difficulty modifiers based on what the player is trying to get.

The book also provides role playing cues for players who have taken drugs, including the ones that don't exist in real life.

There are strict addiction thresholds and rules for the effects of overdosing and addiction.

Did you run someone over with a car? The damage done is included in the book. Were you standing too close to a car that exploded? That damage is also in the book. Did you just hit someone with a car that you telekinetically threw? That damage is also in the book.

The notoriously lecherous rulebook for FATAL required complicated dice rolls and provided very detailed results tables for all sorts of encounters. It's most notorious for having rules that governed every orifice a horny male could possibly insert himself into, with females whose ages ranged from 99+ down to... infant.

Omega Supreme's toy in Transformers Energon has three parts: A giant battleship, a huge train, and a small robot which formed the head. When in combined mode, Omega Supreme's body (Made of the crane and the battleship) have a head of sorts that can be raised when the actual head unit isn't attached. Reason? To actually give the big guy a head if one loses the head robot.

The same with Armada Sideways. His small "mini-con" partners turn into his head, one for his Autobot form and one for his Decepticon form. However, he has a pop-up head in his own color scheme just in case you lose both the mini-cons.

Leap Frog's Alphabet Pal is a caterpillar that teaches kids the alphabet. One of the settings is to have her say the sounds of each letter. In early versions, pressing 'F' followed quickly by 'C' or 'K' would cause it to say "fuck". Leapfrog realized this and released a later version, in which trying to do this results in it giggling and saying "That tickles!" before saying the sound.

Web Animation

There is a Strong Bad Email in which Strong Bad buys a new comfortable chair to check his emails with, but the chair itself is huge and covers up most of the computer screen. Strong Bad proceeds to respond two of the biggest mysteries of the series by taking off his wrestling mask and showing a picture of his parents on the computer screen, but both are obscured by the chair. If one attempts to use a flash decompiler to remove the chair, Strong Bad's head will be missing and the picture will have the message "nice try dodongo!" on it.

Web Comics

xkcd had an interesting April Fool's day in 2010, which can be found here. It has responses to several unlikely things:

When you type 'look' you have exits of "West" and "South". Going "West" repeatedly will report interesting statements about each room you visit. It's the lyrics to the chorus of "Go West" by Pet Shop Boys.note originally by Village People, but VP said "will do" in the chorus, not "gonna do").Hilarious. Going south will result in being eaten by a grue, unless you thought to type "light lamp" first.

And if you type 'go east' after going 'west' once, you get: "You are at a computer using unixkcd." The same thing happens if you type 'look'.

Entering 'xyzzy' will respond "Nothing happens", rather than a generic "must be roto".

Many real Unix commands are programmed in, such as "sudo." The site suggests using a few, including "cat", which just responds, "You're a kitty!" This comes from the one XKCD comic that named Cuteness Proximity.

"find" also works; the game asks you what you want to find, and suggests "kitten." If you search for the aforementioned kitten, the console searches for the bizarre "game" Robot Finds Kitten.

"make love" results in the predictable "I put on my robe and wizard hat." This itself is a reference to the TOPS-10 operating system, which used the "make" command for the creation of a file. When "make love" was inputted, the OS would respond with "not war?" before creating the file.

8-Bit Theater had an in-universe example with Black Mage attempting to copy a spell that Sarda used to rewrite reality according to his will, deducing it to be a "Rewrite Reality According to My Will" spell. It turns out to be a "Rewrite Reality According to Sarda's Will" spell instead.

In fact, Sarda casts all his spells this way, at least when he's around Black Mage. When BM copies an incredibly painful spell that Sarda has just used on him, he discovers that it's not a "make target vomit out his intestines" spell, it's a "make Black Mage vomit out his intestines" spell.

As Black Mage puts it: when Sarda casts a spell that hurts you, and you learn that spell, you learn to cast a spell that hurts you.

In Homestuck, Sburb has an insane number of ways that players can get their game back on track if things off the rails. Wayward Vagabond exists solely to help the players defeat the final boss if they screw up and aren't able to take him on. Act 6 reveals that a player who enters a game completely alone (something that renders Sburb completely dead and Unwinnable) still has a backdoor to a form of victory. It's also able to account for the players prototyping their sprites with anything. Including other sprites.

Web Original

Akinator knows pretty much every single person or character that anyone in the world even slightly cares about. It's not the developers, per se, but the contributions of millions of players that make up its nearly bottomless knowledge. He also catches onto your attempts to con him — try to click "No" every time and the answer will be "A PESSIMISTIC FELLOW", and his description "Someone who kept clicking on No to see what happens". He also knows a lot of non-characters, including "Yourself", "Your mum", "The Internet", "Xbox-360 controller" and "underwear". If the non-character hasn't already been added, he'll guess "Something I don't know because it's not a character". He also quickly guesses if you're trying to make him guess himself. Someone also tried to trick him... but he properly guessed "The palm trees in the background".

Twitter had a 140 character limit (Now changed to 280). If you try and make a tweet with more characters and click at the nick of time, it will read "Your tweet was over 140 characters. You'll have to be more clever".

Is X a Prime Number? tells the viewer to stop wasting bandwidth whenever they look up an even number. Although "http://www.is.0.aprimenumber.com" just leads to the main site, it does have a unique message for zero, which can be found at "http://www.is.00.aprimenumber.com". Negative numbers will redirect you to the creator's main website, as will any string with an underscore in it. Finally, entering letters produces the message "I need a real number, yo." It also has snarky comments for prime numbers under 10, as well as the numbers 13, 42, 69 and 666.

Pokécheck is a website that, among other uses, can check the legitimacy of any Pokémon uploaded to it. It takes everything into account when checking to see whether or not a Pokémon was likely edited or created using an external device, across three whole generations of games and events. (as Gen VI hasn't been implemented yet as of 5/5/14) Obscure spin-offs and limited-distribution events? Taken into account. Differences between Gen III to V data-structures like garbage bits in nicknames that are preserved in the transition between generations? Well documented. The fact that XD's Shadow Pokémon and certain Gen 5 legendaries cannot be shiny? Factored in perfectly. Unusual stat totals? It's got that covered. An obscure glitch that only affects five species? Of course. And if a Pokémon has a Trainer/Secret ID of 00666 or some equally unlikely number, it displays the message "Suspicious trainer IDs." The only way past it is to hack a Pokémon that is identical to one that could have been generated by a core series/Gamecube Pokémon title. Which is the intention.

The Gaston Trilogy has an in-universe example. Lefou's Quest IV has no fewer than five unique ways to die on the first level alone, one of which is both ridiculously elaborate and relatively obscure, and the game over screen also references which way you died last. Its also possible to do a ton of actions that seem counterintuitive such as using someone else's belt as a weapon on the boss or stab him with nothing, which all have unique responses, and damaging the boss in his eye results in him getting an eyepatch.

Siri has in fact caused Apple trouble when the dev team has occasionally failed to think of something, and this was take as a deliberate slight.

The Amazon Echo, a speaker/microphone array that acts as the interface for Amazon's cloud-based personal assistant, has a long, long list of "Easter Egg" phrases to which it will respond with a joke answer, and as a cloud-based platform, more are being added every day.

Despite these joke/Easter-Egg responses, its obvious that the goal for such personal assistants is to handle, if not everything, a bewildering array of requests. Ask Cortana about a restaurant, for instance and rather than just doing a web-search, it will display its menu and hours in a "restaurant" template created just for such questions.

IBM RnD, according to Prof Moriarty speaking on the Sixty Symbols YouTube channel. "You read [one of their research papers] and questions arise. Then you go back and see 'oh, right, they've done that as well'. And then you think 'well maybe this', but every single question is covered."

Detroit's Comerica Park, home of the Tigers, has a statue garden of their legendary players in the deep center field stands. One of them is memorialized with his glove up and open. The artist took the time to fill the interior of the glove with small nails, so that on the one-in-a-million chance that a home run is hit into the glove, the statue will "catch" it.

When using some email processors, if you write the words "Attached is/are..." without giving an attachment, and then hit "Send," the program will point this out, then ask you if you want to attach anything. Same thing goes if you try to send an email with a blank subject line, since most email processors filter blank-line messages as spam.

The free music program Spotify plays commercials between songs. If you mute your speakers during these, the commercial pauses until you unmute the sound.

Several websites are now able to detect if the user has adblocking software installed. Some merely add a message intended to guilt-trip you into turning it off, while others are more intrusive. Some take it to absolutely ridiculous levels; Blip.tv, for example, rapidly gained infamy for making you stare at a static message for 90 seconds that helpfully informed you that their ads were much shorter.

Google Maps:

Driving directions are given for journeys on different continents, including at necessary places "Sail across [insert body of water]".

Often times the navigate feature will choose the fastest route, not necessarily the shortest route, as the shorter route may take longer due to factors such as lower speed limits, more stoplights, etc. However, it also takes traffic into account as well. It's also scarily accurate with the estimated time to arrival, adjusting the ETA accordingly with your average speed.

An update tells you which lane you need to be in if encountering a fork or intersection and the secondary routes along the way with a change in ETA if you decide to take that route.

As it turns out, someone had the foresight to add tamper-proof measures to photobooths - they'll take your picture if they detect someone trying to, for example, steal money from the machine as this thief found out.

Laws are often awfully specific, especially if they forbid something. That has a very simple reason: Almost all legal systems work under the assumption that anything which is not explicitly forbidden by law is allowed and no law may ever apply retroactively. So whoever writes the laws has to anticipate a lot. Some laws are therefore rather general, but some are awfully specific, like the German law on nuclear explosions.

Bezier Games has an app for use with their One Night series. As of this writing, this series consists of four different games (Werewolf, Daybreak, Vampire, and Alien) and a few bonus packs which are all designed to be used together. The current total number of roles is sixty-four. While it's highly unlikely that someone would have that many friends to play such a big session, it is possible to select them all. If so...

Narrator: Really? You've selected all the roles? I have better things to do and I'm sure you do as well.

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